Swallow Whole (EX Or SU, 2 AP)

Prerequisite: grab; Benefit: If a creature with this special attack begins its turn with an opponent grappled (see grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes damage equal to the grab attack type. The opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes a creature to take 1d6 acid damage each round. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

Enhancements

  • The creature’s stomach deals additional bludgeoning damage equal to its bite damage with 1.5 times its Strength modifier, but no acid damage for an additional +2 AP. Additional acid damage may be purchased separately.
  • The creature’s stomach deals cold, electricity, fire, or bludgeoning damage instead of acid damage for no additional AP cost. It may also alternately deal some combination of two types of damage for no additional cost. The stomach can deal more exotic forms of damage, such as negative energy or force for an additional +1 AP.
  • The creature’s stomach damage increases by +2d6 for an additional +1 AP. This enhancement may be taken multiple times.
  • The creature can use its swallow whole ability as a free action at any time during its turn, not just at the start of its turn for an additional +4 AP.
  • The creature’s stomach has an AC equal to 10 + its natural armor bonus and twice the normal number of hit points for an additional +2 AP.
  • The creature’s stomach possesses any damage reduction the creature possesses for an additional +2 AP.
  • The creature can swallow opponents up to its own size for an additional +1 AP, or creatures of any size for an additional +2 AP.

Flaws

  • The creature can only swallow opponents at least two size categories smaller than itself (1 AP).
  • The creature’s stomach deals no acid damage (1 AP).
  • Swallowed creatures do not keep the grappled condition (1 AP).

Format: fast swallow, swallow whole (5d6 acid damage, AC 15, 18 hp); Location: Special Attacks.

Swim Speed (EX Or SU, 1 AP)

Prerequisite: none; Benefit: A creature with this ability gains a swim speed equal to ½ the creature’s base speed and a +8 racial bonus on Swim checks. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to swim for as long as the antimagic effect persists. If a creature reduces its base speed from the normal base speed for a creature of its size, use the creature’s original base speed for calculating swim speed.

Enhancements

  • The creature’s swim speed is increased to its base speed for an additional +1 AP, base speed x1.5 for +2 AP, base speed x2 +3 AP, base speed x4 for +4 AP, and base speed x6 for +5 AP.

Format: swim 30 ft.; Location: Speed.

Telepathy (SU, 1 AP)

Prerequisite: none; Benefit: The creature can mentally communicate with any other creature within 60 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Enhancements

  • The range of the creature’s telepathy increases to 100 feet for +1 AP or 300 feet for +2 AP.

Format: telepathy 100 ft.; Location: Languages.

Terrain Stride (EX, 1 AP)

Prerequisites: none; Benefit: The creature can move through one type of natural difficult terrain (cold, desert, forest, jungle, mountain, plains, swamp, underground, urban, or water) at its normal speed. Magically altered terrain affects the creature normally. This ability can be taken multiple times, each time it applies to a new type of terrain.

Enhancements

  • The creature does not leave a trail in its chosen terrain and cannot be tracked for an additional +1 AP. The creature can leave a trail, if it so desires.

Format: swamp stride; Location: SQ

Timeless (EX, 2 AP)

Prerequisites: none; Benefit: The creature does not age, or need to drink, eat, breathe, or sleep. It may drink, eat, breathe, or sleep if it chooses to do so.

Flaws

  • The creature either doesn’t age, drink, eat, breathe, or sleep, select one (1 AP).
  • The creature may not drink, eat, breathe, or sleep (1 AP).

Format: timeless; Location: Special Qualities.

Trample (EX, 1 AP)

Prerequisite: natural attack; Benefit: As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to one of the creature’s natural attacks + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage.

The save DC against a creature’s trample attack is 10 + 1/2 creature’s HD + creature’s Str modifier. A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Format: trample (2d6+9, DC 20); Location: Special Attacks.

Traps (EX, 0 AP)

Prerequisites: none; Benefit: The creature is adept at creating traps. Craft (trapmaking) becomes a class skill.

Enhancements

  • The creature can use Disable Device to disarm magic traps as if it had the rogue’s trapfinding class feature for an additional +2 AP.
  • The creature does not require gold to build traps, merely time, for an additional +4 AP.

Tremorsense (Ex, 1 AP)

Prerequisite: none; Benefit: A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 30 feet. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.

Enhancements

  • The range of the creature’s tremorsense is increased to 60 feet for an additional +1 AP, 120 feet for +2 AP, and 300 feet for +3 AP.

Format: tremorsense 60 ft.; Location: Senses.

Trip (EX, 1 AP)

Prerequisite: none; Benefit: Select one of the creature’s natural or weapon attacks. A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

Format: trip (bite); Location: individual attacks.

Uncanny Dodge (EX, 2 AP)

Prerequisites: none; Benefit: This ability functions identically to the rogue ability. If the creature gains uncanny dodge from a class level, it instead gains improved uncanny dodge.

Enhancement

  • The creature gains improved uncanny dodge for an additional +4 AP.

Format: uncanny dodge; Location: Defensive Abilities

Unnatural Aura (SU, 1 AP)

Prerequisite: none; Benefit: Animals, whether wild or domesticated, can sense the unnatural presence of the creature at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so long as it’s within 30 feet of the creature.

Format: unnatural aura (30 ft.); Location: Aura.

Water Breathing (EX, 0 AP)

Prerequisite: none; Benefit: A creature with this special ability can breathe underwater indefinitely. It can freely use any breath weapon, spells, or other abilities while submerged.

Format: water breathing; Location: SQ.

Weapon Mastery (EX, 1 AP)

Prerequisites: none; Benefit: The creature treats any single weapon as a light weapon for the purposes of two-weapon fighting, and may freely deal lethal or non-lethal damage with the weapon regardless of its type. This ability may be taken multiple times, each time it applies to a different weapon.

Format: whip mastery; Location: SQ

Web (EX, 1 AP)

Prerequisite: none; Benefit: Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 creature’s HD + creature’s Con modifier. Attempts to burst a web by those caught in it suffer a –4 penalty. Webs have a number of hit points equal to the Hit Dice of the creature that created it.

Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—.

A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Format: web (+8 ranged, DC 16, 5 hp); Location: Special Attacks.

Whirlwind (SU, 3 AP)

Prerequisite: none; Benefit: Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.

The whirlwind created has a base height of 10-20 feet and counts as Small-sized. Larger sized creatures can increase the size of the whirlwind by purchasing the increased size modifier (see below).

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster’s slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Str modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

Enhancements

  • The creature increases the size of the whirlwind by one category (which cannot exceed the size of the creature) to Medium (10-30 feet high) for an additional +2 AP, Large (10-40 feet high) for +3 AP, Huge (10-50 feet high) for +4 AP, Gargantuan (10-60 feet high) for +5 AP, or Colossal (10-70 feet high) for +6 AP.

Flaws

  • The creature can only use whirlwind when under water (2 AP).

Format: whirlwind (3 rounds/day, 10–30 ft. high, 1d6+6 damage, DC 15); Location: Special Attacks.

Wild Empathy (SU, 2 AP)

Prerequisites: none; Benefit: This works like the druid’s wild empathy class feature. The creature’s effective druid level is equal to its HD for determining the total modifier to the check.

Enhancements

  • The creature gains a +2 racial bonus on wild empathy checks for an additional +1 AP. This ability may be taken multiple times.
  • The creature’s wild empathy works on vermin instead of animals for no additional cost, or both animals and vermin for an additional +1 AP.

Flaws

  • The creature’s wild empathy only functions on a specific type of creature (1 AP).

Format: wild empathy; Location: SQ


Weaknesses

Every monster of any creature type has the option of taking weaknesses to gain bonus ability points. Some weaknesses possess prerequisites that must be taken before the weakness can be applied. In general, a monster should not have more than one or two weaknesses.

Table: Weaknesses

WeaknessBonus APPrerequisitesEffects
Ability Score+1noneLower ability scores.
Armored+1noneReplace natural armor with worn armor bonus.
Berserk+2construct, magic immunityThe construct sometimes goes on a rampage.
Dependent+3noneCreature must bond to an object, creature, or place.
Immobile+1noneCreature has no movement types.
Lethargy+2immune (acid, cold, electricity, or fire)Exposure to element causes slowness.
Light Blindness+2noneBright light causes blindness.
Light Sensitivity+1noneBright light causes weakness.
Mindless+0noneCreature does not possess an Intelligence score.
Shielded+1noneReplace natural armor with wielded shield bonus.
Sunlight Powerlessness+3noneCreature cannot attack in bright light.
Undersized Weapons+1noneCreature can only use smaller weapons.
Vulnerability+4noneCreature takes +50% damage or suffers other effects from source.

Ability Score (EX, +1 AP)

Prerequisite: none; Weakness: The creature gains +1 additional AP for every 2 points a physical ability score (Strength, Dexterity, or Constitution) is reduced or every 4 points a mental ability score (Intelligence, Wisdom, or Charisma) is reduced. No ability score may be reduced to 0 or less in this manner. When designing creatures with the Talented Bestiary, try to avoid the temptation to alter statistics unless it is necessary. Gross adjustments could cause the monster to have disproportional statistics for a given CR.

Format: Str 8; Location: Ability Scores.

Armored (EX, +1 AP)

The creature wears armor or something that functions as the equivalent of armor instead of possessing a body with natural protection. The creature may swap any natural armor bonus to AC it possesses for an equivalent armor bonus to AC. The armor worn by the creature can be the target of attacks or abilities as normal for armor of the type worn (or its equivalent). If the armored and shielded weaknesses are both selected, the creature on gains 1 bonus AP (not 2). The creature sometimes suffers speed reduction and armor check penalties due to the armor worn.

Format: AC 12 (+2 armor); Location: AC

Berserk (EX, +2 AP)

Prerequisite: construct, immunity to magic; Weakness: When the golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check.

It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%. If control cannot be reestablished, then this weakness grants +3 AP.

Format: berserk; Location: Special Attacks.

Dependent (SU, +3 AP)

Prerequisite: none; Weakness: The creature is bonded to a single object, location, or creature and must never stray more than 300 yards from it. If the creature moves 300 yards away from the bonded object, location, or creature immediately becomes sickened. Every hour thereafter, they must make a DC 15 Fortitude save to resist becoming nauseated for an hour. If the creature is out of range of the bonded object, location, or creature for 24 hours, then they take 1d6 points of Constitution damage (or Charisma damage if they have no Constitution score) every day that follows. When their Constitution (or Charisma) reaches 0, the creature dies or is destroyed. If the creature can establish a new dependent creature, location, or object then this weakness grants only +2 AP. This requires a ritual taking no less than 24-hours and potentially other appropriate steps.

Format: dependent; Location: Weaknesses.

Immobile (EX, +1 AP)

Prerequisite: none; Weakness: The creature possesses a slower base speed than normal (at least ½ normal base speed). If the creature is completely immobile (base speed 0 feet) then this weakness grants +2 AP. A creature with this weakness may not have any alternative movement types (burrow, climb, or flight).

Format: Speed 0 ft.; Location: Weaknesses.

Lethargy (EX, +1 AP)

Prerequisite: immunity (acid, cold, electricity, or fire); Weakness: Although the creature is immune to a type of elemental damage, when it is exposed to the elemental effect it becomes slowed (as the slow spell) for 1 round. During this time, it loses access to all other special abilities. If the duration of the slow effect is increased to 1d4 rounds, this weakness grants +2 AP.

Format: lethargy; Location: Weaknesses.

Light Blindness (EX, +2 AP)

Prerequisite: none; Weakness: Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled so long as they remain in areas of bright light.

Format: light blindness; Location: Weaknesses.

Light Sensitivity (EX, +1 AP)

Prerequisite: none; Weakness: Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Format: light sensitivity; Location: Weaknesses.

Mindless (EX, +0 AP)

Prerequisite: none; Weakness: The creature has an Intelligence score of — and a Charisma score of 1. They are incapable of communication, planning, critical thinking, or proactive action. At best, they can follow orders robotically or act purely on instinct. The creature is immune to all mindaffecting effects (charms, compulsions, phantasms, patterns, and morale effects). If the creature is already immune to mind-affecting effects from some other source, then this flaw grants +4 AP.

Format: Immune mind-affecting effects; Location: Immunities.

Shielded (EX, +1 AP)

The creature uses a shield or something that functions as the equivalent of a shield instead of possessing a body with natural protection. The creature may swap any natural armor bonus to AC it possesses for an equivalent shield bonus to AC. The shield used by the creature can be the target of attacks or abilities as normal for a shield of the type worn (or its equivalent). If the armored and shielded weaknesses are both selected, the creature only gains +1 bonus AP (not +2).

Format: AC 12 (+2 shield); Location: AC

Staggered (EX, +1 AP)

The creature has poor reflexes and can only perform a single move or standard action each round. The creature can move up to its speed and attack in the same round as a charge action.

Sunlight Powerlessness (EX, +3 AP)

Prerequisite: none; Weakness: The creature is utterly powerless in bright light or natural sunlight and flees from it. A creature with sunlight powerlessness caught in such light cannot attack and can take only a single move or standard action.

Format: sunlight powerlessness; Location: Weaknesses.

Undersized Weapons (EX, +1 AP)

Prerequisite: none; Weakness: The creature uses manufactured weapons as if it were one size category smaller than the creature’s actual size. Creatures that do not use manufactured weapons may not take this weakness.

Format: undersized weapons; Location: Special Qualities.

Vulnerability (EX Or SU, +4 AP)

Prerequisite: none; Weakness: A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Other options for vulnerabilities can include certain specific spells or effects instantly causing the creature’s destruction or the creature being affected as a summoned creature for the purposes of certain spells or effects. The specific effects and potential for vulnerabilities is endless, but typically the more common the effect, the weaker the impact. The more difficult to arrange or use, the more severe the effect on the creature.

Format: vulnerability to fire; Location: Weaknesses.


Unique Creature Abilities

Unique creature abilities are abilities that should generally only be purchased by monsters of a given creature type or subtype. Each unique creature ability is otherwise subject to the same rules and restrictions as universal creature ability. Flaws cannot reduce the cost of an ability below 1 AP.

Bending Rules

Some rules are made to be broken. The following abilities are grouped by creature type because creatures of the given type are the most likely to have those abilities. It should be rare that a giant has dragon senses or an undead creature displays the psychic powers of aberrations — unless the creature’s concept says otherwise. There are always monsters that blur the lines between creature types. Maybe the giant in question is a worshipper of dragons, gifted with her master’s sight, or the undead was created from aberration corpses. Maybe you just want the monster to have some ability they don’t meet the prerequisites for.

You should take the prerequisites as only a suggestion. Like most rules in the Talented Bestiary, they are simply guides to aid you in constructing monsters, not unquestionable dictums. If you grant a creature a power from a creature type (or other prerequisite) it doesn’t have, the best approach is to pay double the normal total AP cost. This increased cost is not compared to the monster’s maximum ability points per CR, and only the base (undoubled) cost should be compared to the monster’s maximum AP per CR limitations.

Table: Aberration Abilities

AbilityBase Cost (AP)PrerequisitesBenefits
Adhesive7aberrationExude sticky slime.
Body Thief3aberrationKill creature and take over their body.
Cacophony2aberration or oozeEmit insanity causing sounds.
Ground Manipulation2aberration or earth subtypeTurn stone and earth into difficult terrain.
Guarded Thoughts1aberrationGain immunity to mind reading.
Mimic Object1aberration or shapechanger subtypeTransform into seemingly inanimate objects.
Mind Thrust2aberrationBlast creatures with mental energy.
Moan2aberrationCause variety of effects with disturbing howls.
Mucus Cloud2aberration and aquatic subtypeForce creatures to become water-breathers.
Paralysis2aberrationReduced cost universal ability.
Psychic Crush6aberration Completely crush a creature’s mind.
Quickness4aberration or verminGain an extra move action each round
Rust5aberrationErode metal with a touch attack.
Slime4aberration or aquatic subtypeTurn foe’s flesh into a slimy membrane.
Spit3aberrationSpit poison as ranged touch attack.
Strands4aberrationDrain Strength with long fragile tentacles.
Trace Teleport1aberrationGain awareness of teleporting creature’s destination.

Table: Animal Abilities

AbilityBase Cost (AP)PrerequisitesBenefits
Allergic Reaction2animal or magical beastExude irritating dander.
Death Roll2animal or magical beastGrapple and knock creatures prone.
Electricity3animal or magical beastStun creatures with shocking jolts.
Ink Cloud2animal or magical beastShoot clouds of ink when underwater.
Intimidating Charge1animal or magical beastScare charged creatures.
Sprint1animal or magical beastMove faster for brief periods.
Stampede1animal or magical beast, trampleTrample more effectively in groups.
Tongue2animal or magical beastGrab creatures with a tongue.

Table: Construct Abilities

AbilityBase Cost (AP)PrerequisitesBenefits
Burst4constructCause damage in an area.
Cursed Wound4constructDamage dealt doesn’t heal naturally and resists natural healing.
Elemental Rays2constructGain a variety of ranged touch attacks.
Find Master1constructGain knowledge of creator’s location.
Find Target2constructUnerringly find creatures.
Guard3constructGuard creator when ordered.
Haste2constructGain the ability to act hastened temporarily.
Immunity to Magic3constructGain near invulnerability to spells and spell-effects.
Poison Reservoir1constructGain a the ability to store and use poison.
RelentlessvariesconstructGain the benefits of a constant spell.
Shield Other2constructProtect creator from harm.
Slow4constructGain a slow effect in an area.
Spell Storing4constructStore and cast spells on command.
Telepathic Link1constructCommunicate telepathically with creator.

Table: Dragon Abilities

AbilityBase Cost (AP)PrerequisitesBenefits
Acid Pool5dragon or earth subtype, breath weapon (acid)Use breath weapon to create lingering pools of acid.
Awaken Treants8dragon or feyTemporarily animate trees as treants
Blizzard7dragon or cold subtype, breath weapon (cold)Create snow storms.
Cloudwalking1dragon or air subtypeTreat clouds like solid ground.
Corrupt Water1dragon or evil subtypeRuin water or potions.
Dragon Senses2dragonGain darkvision, blindsense, and improved low-light vision.
Fog Vision1dragon or air subtypeSee through clouds and fog.
Freezing Fog5dragon or cold subtype, breath weapon (cold)Create cold acid fog and grease over area.
Icewalking1dragon or cold subtypeAs spider climb, on ice.
Ice Shape3dragon or cold subtypeShape snow and ice at will.
Incinerate6dragon or fire subtype, breath weapon (fire)Destroy creatures utterly with fiery breath.
Luck1dragon or feyEnchant gem to grant a temporary luck bonus to saving throws.
Manipulate Flames6dragon or fire subtypeControl any fire spell.
Mass Laughter4dragon or feyForce creatures in area to laugh.
Melt Stone9dragon or fire subtype, breath weapon (fire)Turn the ground into lava with breath weapon.
Miasma5dragon or earth subtype, breath weapon (acid)Create clinging cloud of acid.
Mirage4dragon or feyCreate illusory twin.
Reflective Scales8dragon, spell resistanceReflect spells that do not penetrate SR.
Sandstorm7dragon or earth subtypeCreate powerful sandstorms.
Slow Aura7dragonCreatures near to the dragon can become slowed.
Smoke Vision1dragon or fire subtypeSee through smoky conditions.
Snow Vision1dragon or cold subtypeSee through snowy conditions
Storm Breath7dragon or air subtype, breath weapon (electricity)Create a lightning storm.
Tail Sweep6dragon, Gargantuan size or largerGain an area affect attack with tail.
Thirst3dragon or water subtypeCreate or destroy water.
Tidal Wave6dragon or water subtypeCause the sea to rise up in waves to crush enemies.
Vortex3dragon or water subtypeCreate whirlwinds in water.
Wave Mastery2dragon or water subtypeIncrease speed of creatures or ships on water.
Wind2dragon or air subtypeCall up blinding gusts of wind.

Table: Fey Abilities

AbilityBase Cost (AP)PrerequisitesBenefits
Inspiration4feyGrant bonuses to favored creature.
Musical Manipulation1feyUse spell-like abilities through music.
Special Arrows5feyGain arrows with a variety of different effects.
Stunning Glance5feyStun creatures with a glance.
Tree Meld2fey or plantMove into and remain within trees.
Unearthly Grace2feyGain Charisma bonus to saves and AC.
Woodcraft1feyGain bonuses on crafting wooden items.

Table: Humanoid Abilities

AbilityBase Cost (AP)PrerequisitesBenefits
Bonus Feat1humanoidGain bonus feat.
Flash of Insight6humanoid or monstrous humanoidSee briefly into the future.
Madness1aberration or humanoidUse Charisma instead of Wisdom for Will saves and gain immunity to insanity.
Poison Use1humanoid or monstrous humanoidUse poisons without risk.
Skilled1humanoid or monstrous humanoidGain skill bonuses and class skills.
Sticky Tongue1humanoid or monstrous humanoidGain tongue attack that hampers opponents.
Superior Two-Weapon Fighting5humanoidTake no penalties for fighting with two weapons.
Terrifying Sound1humanoid or monstrous humanoidScare creatures with horrifying sound.

Table: Magical Beast Abilities

AbilityBase Cost (AP)PrerequisitesBenefits
Acidic Spit5magical beast, bite attackBite attack deals acid damage or can be sacrificed to spit a line of acid.
Carapace13magical beastGain a percentage chance to deflect cones, lines, rays, and magic missile spells.
Elemental Sense1magical beast or elemental subtypeSense acid, cold, electricity, or fire.
Elusive2magical beastMagically evade notice and detection.
Ethereal Ambush4magical beast or outsider, ethereal jauntAmbush creatures by moving from the Ethereal Plane.
Ethereal Jaunt6magical beast or outsiderShift between Material and Ethereal Planes.
Leap3magical beastPerform jumping pounce attacks.
Petrification5magical beast or earth subtypeSlowly turn creatures to stone with attacks.
Rend Ship6magical beast or aquatic subtype, grab, Gargantuan size or largerTear seafaring vessels apart.
Self-Resurrection12magical beastAutomatically return from death.
Shock2magical beastHarm creatures with electricity, especially groups.
Spikes3magical beastLaunch spikes as a ranged attack.

Table: Monstrous Humanoids Abilities

AbilityBase Cost (AP)PrerequisitesBenefits
Captivating Song3monstrous humanoidDraw creatures closer with song.
Expert Climber2monstrous humanoidCling to walls as spider climb spell.
Evil Eye5monstrous humanoidCurse creatures with terrible fear.
Jump Attack1monstrous humanoidMake an attack while jumping.
Horrific Appearance5monstrous humanoidDisgust creatures into weakness.
Mimicry3monstrous humanoidGain proficiencies and the ability to activate spell trigger or completion items.
Natural Cunning3monstrous humanoidGain innate logical ability.
Speak with Animals2monstrous humanoid or feyCommunicate telepathically with animals.
Swarming2monstrous humanoidOccupy the same square with more creatures.

Table: Ooze Abilities

AbilityBase Cost (AP)PrerequisitesBenefits
Acid4oozeDeal additional acid damage to creatures and objects.
Engulf1oozeAs universal monster ability.
Paralysis2oozeAs universal monster ability.
Split2oozeAs universal monster ability.
Suction2oozeCling to surfaces.
Transparent1oozeBecome difficult to discern when motionless.

Table: Outsider Abilities

AbilityBase Cost (AP)PrerequisitesBenefits
Barbed Defense4outsiderHarm attackers with piercing damage.
Bay5outsider (evil)Panic creatures in a large area.
Dance of Ruin8outsiderDeal electricity damage in large area.
Dancing Chains5outsider (kyton)Control or attack with chains.
Death-Stealing Gaze5outsider (evil)Deal negative levels and transform creatures killed into ghouls.
Devil Shaping5outsider (devil)Transform lemures into more powerful devils.
Dismantle Armor6outsiderPeel away creature’s armor with successful attacks.
Drench1outsider (water) or aquatic subtypeExtinguish fires.
Elemental Endurance1outsider (native)Survive temporarily on Elemental Planes unharmed.
Elemental Mastery0air, earth, fire, or water subtypeGain bonuses when in contact with chosen element and penalties when apart from it.
Entangle3outsiderEntangle creatures with ropes, whips, or some equivalent.
Feed5outsider (evil)Gain power through devouring nonevil humanoid corpses.
Gestalt4outsider, size Small or smallerJoin with other creatures to become a Large elemental.
Heartstone8outsider (evil)Gain power from bonding with a special gemstone.
Kiss5outsider (evil)Infect creatures with a mutating disease that transforms them into evil outsiders.
Light Form5outsider (good)Shift between solid body and an incorporeal form made of light.
Light Ray4outsider (good)Fire beams of damaging light as ranged touch attacks.
Metalmorph5outsider (earth)Transform metals.
Nausea8outsider (evil) or aberrationCause grappled creatures to become nauseated.
Numb3outsiderSlow creatures with attacks.
Profane Gift5outsider (evil)Grant ability score bonuses to willing humanoids.

Table: Plant Abilities

AbilityBase Cost (AP)PrerequisitesBenefits
Animate Plant6plantAnimate plants or trees to fight.
Create Plant Zombie5plantDamage Intelligence of helpless creatures until they become zombies.
Damage Objects2plantDeal double damage against objects or structures with a full attack.
Fortitude3plant, immunity (acid, cold, electricity, or fire)Gain temporary Constitution from electricity damage.
Hallucination Cloud6plantRelease mind-altering spores.
Pollen Spray5plantEntrance creatures with pollen at range.

Table: Undead Abilities

AbilityBase Cost (AP)PrerequisitesBenefits
Channel Resistance1undead or negative energy affinityResist channeled positive energy.
Children of the Night4undeadSummon rats, bats, or wolves.
Corrupting Touch4undead, incorporealGain a damaging touch attack.
Create Spawn2undead or evil subtypeCreatures killed arise as undead.
Devour Soul8undeadKill with a touch and absorb the creature’s soul.
Possession6undead or outsider (evil), incorporealMerge with a creature on the Material Plane to control their body.
Rejuvenation6undeadReturn to existence after destruction.
Telekinesis5undead or outsider (evil), incorporealUse telekinesis to affect the Material Plane.

Table: Vermin Abilities

AbilityBase Cost (AP)PrerequisitesBenefits
Cling4vermin (swarm)Portions of the swarm continue dealing damage even after creatures leave its area.
Consume5vermin (swarm)Rapidly consume any creature swarmed over.
Filament1vermin or magical beastShoot sticky thread that pulls creatures closer.
Luminescence0vermin, animal, or magical beastShine with glowing light.
Lunge3vermin, animal, or magical beastReach further and more accurately with attacks.
Malleable1verminSqueeze more easily or into areas that would otherwise be impossible.
Sudden Strike5verminTake full actions in the surprise round.

Acid (EX, 4 AP)

Prerequisites: ooze; Benefit: The ooze deals an additional 1d6 acid damage with slam and constrict attacks. Armor or clothing worn by a creature grappled by the ooze takes the same amount of acid damage unless the wearer succeeds on a Reflex save (DC 10 +1/2 the ooze’s HD + ooze’s Con modifier). Weapons that strike the ooze take 1d6 acid damage unless the weapon’s wielder succeeds on a Reflex save. The ooze’s touch deals 12 points of damage to objects per round, but the ooze must remain in contact with the material for 1 full round to deal this damage.

Enhancements

  • The acid damage increases to 2d6 (21 points to objects) for an additional +1 AP or 3d6 (30 to objects) for +2 AP.
  • An opponent that is being constricted by the ooze suffers a –4 penalty on Reflex saves made to resist acid damage applying to clothing and armor for an additional +1 AP.

Flaws

  • The acid does not harm one type of material, including (but not limited to) bone, metal, or stone (1 AP). This flaw may be taken multiple times.
  • The acid only harms one type of material, such as (but not limited to) flesh, metal, or stone (2 AP).
  • Damage decreases to 1d4 acid and 8 to objects (1 AP), 1d2 acid and 5 to objects (2 AP), or 1 acid and no damage to objects (3 AP).

Format: slam +2 (1d6 plus 1d6 acid); Location: Melee

Acid Pool (SU, 5 AP)

Prerequisites: dragon or earth subtype, breath weapon (acid); Benefit: The dragon can use its breath weapon to create an acid pool as a standard action. When an acid pool is created, anyone inside its area takes an amount of damage equal to the dragon’s breath weapon. Creatures affected may make a Reflex save for half (DC 10 + ½ the dragon’s HD + dragon’s Con modifier). Any creature that starts its turn touching this pool takes damage, but can make a Reflex save for half. Each round, the total damage dice of the pool is halved until the result would be less than 1d6. The acid pool floats on water, and deals damage to anything on the surface.

Enhancements

  • The total damage dice of the acid pool is halved every other round for an additional +1 AP, every minute for +2 AP, every hour for +3 AP, or the acid pool is permanent for +4 AP.
  • The radius of the acid pool increases by 5 feet for each additional +1 AP spent.

Format: acid pool; Location: Special Attacks

Acidic Spit (EX, 5 AP)

Prerequisites: magical beast, bite attack; Benefit: The monster’s gains a bite attack appropriate for its size that deals an additional 1d4 acid damage. Once every 6 hours, the magical beast can spit a 30-foot line of acid. Creatures struck by this acid take the magical beast’s CR+1 in d4s of acid damage with a Reflex save (DC 10 +1/2 the magical beast’s HD + magical beast’s Con modifier) for half damage. After spitting acid, the magical beast’s bite attack does not deal acid any additional acid damage for 6 hours.

Enhancements

  • The magical beast can spit acid every hour for an additional +1 AP, every minute for +2 AP, or every round for +3 AP.
  • The acid damage of the bite attack improves by one step on the following progression for each additional +1 AP spent: 1d4, 1d6, 2d4, 2d6, 2d8.
  • The acid damage dealt by the creature’s spit increases by one die type on the following progression for each +1 AP spent: d4, d6, d8, d10, or d12.

Format: acidic spit; Location: Special Attacks

Adhesive (EX, 7 AP)

Prerequisites: aberration; Benefit: The aberration exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered aberration automatically grapples any creature it hits with a natural attack. Opponents so grappled cannot get free while the aberration is alive without removing the adhesive first.

A weapon that strikes an adhesive-coated aberration is stuck fast unless the wielder succeeds on a Reflex save (DC 10+ ½ the aberration’s HD + aberration’s Con modifier). A successful CMB check at the same DC is needed to pry off a stuck weapon. An aberration can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. Adhesive countsas the grab ability for the purposes of prerequisites.

Flaws

  • Strong alcohol or universal solvent dissolves the adhesive, but the aberration can still grapple normally (2 AP)

Format: slam +10 (1d8+6 plus adhesive); Location: Melee

Allergic Reaction (EX, 2 AP)

Prerequisites: animal or magical beast; Benefit: The animal’s dander is highly irritating to all creatures save those with a specific creature subtype chosen when this ability is taken. Any other creature damaged by the animal’s bite, who deals damage to the animal with a natural weapon or unarmed attack, or who otherwise comes into contact with the animals (including attempts to grapple or ride the creature) must make a Fortitude save (DC 10 +1/2 the animal’s HD + animal’s Con modifier) or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect.

Enhancements

  • The penalty to Dexterity and Charisma increases to -4 for an additional +3 AP or -6 for an additional +6 AP.
  • The duration of the allergic reaction is increased to 1d4 days for an additional +1 AP, or 2d6 days for +2 AP.
  • Allergic reaction does not affect a specific creature type instead of subtype for an additional +1 AP. It does not affect any number of specific creature types and subtypes (or only affects a specific creature type or subtype) for an additional +2 AP.

Format: bite +2 (1d6+3 plus allergic reaction); Location: Melee

Animate Plant (SP, 6 AP)

Prerequisites: plant; Benefit: The plant can animate any plants or trees within 180 feet at will, controlling up to two plants at a time. It takes 1 full round for a plant to uproot itself, after which it moves at a speed of 10 feet. It fights with the same base statistics as the animating plant, but no other abilities. The animated plant only ever possesses one attack and gains a vulnerability to fire. If the plant that animated it terminates the animation, moves out of range, or is incapacitated, the animated plant immediately takes root wherever it is and returns to its normal state.

Enhancements

  • The plant deals double damage against an object or structure when it makes a full attack for an additional +1 AP.

Format: animate plant; Location: SQ

Awaken Treants (SU, 8 AP)

Prerequisites: dragon or fey; Benefit: The dragon can animate a number of trees as treants to protect it. The treants can be called from any Huge or larger living tree. The dragon can create a single treant as a standard action 3/day. These treants remain animated for up to 1 hour, at which time they revert to being ordinary trees.

Enhancements

  • The number of treants that can be animated each day is increased by one for an additional +2 AP. This enhancement may be taken multiple times.
  • The treants remain animated for 24-hours for an additional +2 AP, or are permanently animated for +4 AP.

Format: awaken treants; Location: SQ

Barbed Defense (SU, 4 AP)

Prerequisites: outsider; Benefit: A creature that strikes the outsider with a melee weapon, an unarmed strike, or a natural weapon takes appropriate damage for a gore natural attack for a creature of the outsider’s size from barbed spikes. Melee weapons with reach do not endanger a user in this way. The outsider can add any natural attack enhancements to this ability.

Format: barbed defense; Location: Defensive Abilities

Bay (SU, 5 AP)

Prerequisites: outsider (evil); Benefit: When the outsider howls, all creatures except other evil outsiders within a 300-foot spread must succeed on a Will save (DC 10 + ½ the outsider’s HD + outsider’s Cha modifier) or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same outsider’s bay for 24 hours.

Format: bay; Location: Special Attacks

Blizzard (SU, 7 AP)

Prerequisites: dragon or cold subtype, breath weapon (cold); Benefit: The dragon can use its breath weapon to create a blizzard in the area around it as a standard action. This creates heavy snow conditions in a 50-foot radius for 1 minute, centered on the dragon. This snow slows movement (4 squares of movement per square entered) and limits vision as fog does.

Enhancements

  • The radius of the blizzard is increased to 100 feet for an additional +1 AP, 200 feet for +2 AP, or 300 feet for +3 AP.

Format: blizzard; Location: Special Attacks

Body Thief (SU, 3 AP)

Prerequisites: aberration; Benefit: As a full-round action that provokes an attack of opportunity, the aberration can burrow into the skull and brain of a helpless or dead creature that is at least one size category larger.

This is a coup de grace attack that deals damage as an automatic critical hit with one of the aberration’s natural attacks. If the victim is slain (or already dead), the aberration usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster spell. The aberration has full access to all the host’s defensive and offensive abilities save for spellcasting and spell-like abilities (although the aberration can still use its own spelllike abilities, if any). A host body may not have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to uselessness in 7 days (unless this time is extended via gentle repose). As long as the aberration occupies the body, it knows (and can speak) the languages known by the victim and basic information about the victim’s identity and personality, yet has none of the victim’s specific memories or knowledge. Damage done to a host body does not harm the aberration, and if the host body is slain, the aberration emerges and is dazed for 1 round. Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.

Enhancements

  • The host body can be dead for any length of time, and does not decay it to uselessness for an additional +2 AP.
  • The aberration gains the victim’s specific memories or knowledge for an additional +2 AP.
  • The aberration gains access to the victim’s spellcasting and spell-like abilities for an additional +6 AP.
  • Use of body thief becomes a standard action that does not provoke an attack of opportunity for an additional +4 AP.
  • The creature the aberration can control can be of the same size category for an additional +1 AP, or any size category for an additional +2 AP.

Flaws

  • The aberration gains no access to hosts defensive and offensive abilities, and treats the host as a zombie or skeleton reanimated through the animate dead spell (2 AP).

Format: body thief; Location: Special Attacks

Bonus Feat (EX, 1 AP)

Prerequisites: humanoid; Benefit: As the universal monster ability, except at the reduced cost as shown.

Format: Improved InitiativeB; Location: Feats

Burst (SU, 4 AP)

Prerequisites: construct; Benefit: As a free action once every 1d4 +1 rounds, the construct can launch a barrage from its body in a 20-foot radius burst. All creatures caught in this area take 1d6 damage per CR of the construct. Any creature is allowed a Reflex save (DC 10 +1/2 the construct’s HD + construct’s Con modifier) for half damage. The damage type is chosen when the ability is taken and may be any of the following: acid, bludgeoning, cold, electricity, fire, piercing, or slashing.

Enhancements

  • The damage dealt is an unusual or uncommon type, such as (but not limited to) force, negative energy, or sonic for an additional +2 AP.
  • The damage for burst increases to 1d8 per CR for an additional +2 AP or 1d10 per CR for +4 AP.
  • The construct can use burst at will, but it requires a standard action for an additional +2 AP. It can burst at will as a free action for +6 AP.

Format: burst; Location: Special Attacks

Cacophony (SU, 2 AP)

Prerequisites: aberration or ooze; Benefit: As a free action, the aberration can emit a cacophony of maddening sound. All creatures without this ability within 60 feet must succeed on a Will save (DC 10 + ½ the aberration’s HD + aberration’s Cha modifier) or be confused for 1 round (as the confusion spell). This is a sonic mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same aberration’s cacophony for 24 hours.

Enhancements

  • The duration of the confusion increases to 1d4 rounds for an additional +2 AP or 1d6 rounds for +3 AP.
  • Affected creatures take 1 point of Wisdom damage for an additional +2 AP, 1d4 Wisdom damage for +4 AP, or 1d6 Wisdom damage for +6 AP.

Format: cacophony; Location: special attacks

Captivating Song (SU, 3 AP)

Prerequisites: monstrous humanoid; Benefit: The monstrous humanoid can draw creatures to its side through song as a standard action. All creatures within a 100-foot spread that do not possess this ability must succeed on a Will save (DC 10 + ½ the monstrous humanoid’s HD + monstrous humanoid’s Cha modifier) or become captivated. A creature that successfully saves is not subject to the same monstrous humanoid’s song for 24 hours.

A victim under the effects of the captivating song moves toward the monstrous humanoid using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the monstrous humanoid simply stands and offers no resistance to the monstrous humanoid’s attacks. This effect continues for as long as the monstrous humanoid sings and for 1 round thereafter. This is a sonic mind-affecting charm effect.

Enhancements

  • The range of captivating song extends to 200 feet for an additional +1 AP, 300 feet for +2 AP, or 400 feet for +3 AP.
  • The creature receives no second saving throw for danger for an additional +4 AP.
  • The effect persists for an additional round for every additional +1 AP spent.

Format: captivating song; Location: Special Attacks

Carapace (SU, 13 AP)

Prerequisites: magical beast; Benefit: The magical beast’s body deflects cones, lines, rays, and magic missile spells, rendering the magical beast immune to such effects.

Enhancements

  • The magical beast deflects effects back in full force at the caster 30% of the time for an additional +2 AP, 60% of the time for +4 AP, or 100% of the time for +6 AP.

Format: carapace; Location: SQ

Channel Resistance (EX, 1 AP)

Prerequisite: undead or negative energy affinity; Benefit: A creature with this special quality is less easily affected by the channel ability of clerics or paladins. A creature with channel resistance adds a +2 bonus to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat).

Enhancements

  • The creature’s channel resistance bonus increases to +4 for an additional +1 AP and +6 for an additional +2 AP.

Format: channel resistance +4; Location: Defensive Abilities.

Children of the Night (SU, 4 AP)

Prerequisites: undead; Benefit: Once per day, the undead can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the undead for up to 1 hour.

Enhancements

  • Children of the night is usable 3/day for an additional +1 AP, or at will for +2 AP.
  • The creatures arrive within 1d6 rounds for an additional +1 AP, or are summoned immediately for +2 AP.
  • The creatures serve 24 hours for an additional +1 AP.

Format: children of the night; Location: Special Attacks

Cling (EX, 4 AP)

Prerequisites: vermin (swarm); Benefit: If a creature leaves a vermin swarm’s square, the swarm suffers 1d6 points of damage to reflect the loss of its numbers. A creature with the members of the swarm clinging to him takes the swarm’s damage at the end of his turn each round. As a full-round action, he can remove the clinging swarm with a Reflex save (DC 10 +½ the vermin swarm’s HD + swarm’s Dex modifier). High wind or any amount of damage from an area effect destroys all clinging swarm vermin.

Format: cling; Location: Special Attacks

Cloudwalking (SU, 1 AP)

Prerequisites: dragon or air subtype; Benefit: The dragon can tread on clouds or fog as though on solid ground.

Format: cloudwalking; Location: Speed

Consume (EX, 5 AP)

Prerequisites: vermin (swarm); Benefit: The vermin swarm can rapidly consume any creature it swarms over. Against helpless or nauseated targets, the vermin swarm deals double its normal damage.

Format: consume; Location: Special Attacks

Corrupt Water (SP, 1 AP)

Prerequisites: dragon or evil subtype; Benefit: Once per day the dragon can stagnate 10 cubic feet of still water, making it foul and unable to support water-breathing life. The ability spoils liquids containing water. Liquid-based magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 10 + ½ the dragon’s HD + dragon’s Cha modifier) or become ruined. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence or 30 feet, whichever is higher.

Format: corrupt water; Location: Special Attacks

Corrupting Touch (SU, 4 AP)

Prerequisites: undead, incorporeal subtype; Benefit: The undead gains an incorporeal touch attack. By passing part of its incorporeal body through a foe’s body as a standard action, the undead inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save (DC 10 + ½ the undead’s HD + undead’s Cha modifier) halves the damage inflicted.

Format: corrupting touch +6 (7d6, Fort. DC 18 half); Location: Melee

Create Plant Zombie (SU, 5 AP)

Prerequisites: plant; Benefit: As a full-round action, the plant can bore tendrils or roots into the brain of a helpless creature within reach. This attack inflicts 1d4 points of Intelligence damage per round. When a creature is reduced to 0 Intelligence, it dies, and the tendrils break off inside its brain. One hour later, the creature animates with the zombie template, except that the zombie possesses the plant creature type instead of the undead type and are treated as plants for the resolution of magical effects and spells.

Enhancements

  • The duration of the time required for the plant zombie to animate is reduced to 1 minute for an additional +1 AP, or immediately for +2 AP.
  • The Intelligence damage becomes drain for an additional +2 AP.
  • The Intelligence damage dealt increases to 1d6 for an additional +1 AP, 1d8 for +2 AP, 2d4 for +3 AP, 2d6 for +4 AP, or 2d8 for +5 AP.

Format: create plant zombie; Location: Special Attacks

Create Spawn (SU, 2 AP)

Prerequisites: undead or evil subtype; Benefit: Creatures killed by the undead arise as creatures of the same type and CR as the undead, provided that the creature is within one size category of the undead. Spawn created in this manner are under the absolute command of the undead that created them. The spawn created arise in 1d4 days.

Enhancements

  • The creation of spawn heals the undead of 1d6 hit points per HD possessed by the slain creature and hastes (as the haste spell) the undead for the round following the spawn’s creation for an additional +2 AP.
  • The duration of the time required for the spawn to arise is decreased to 1 day or 1d6 hours for an additional +1 AP, 1 hour or 1d6 minutes for +2 AP, 1 minute or 1d4 rounds for +3 AP, or immediately for +4 AP.

Flaws

  • The undead can only creature spawn from creatures of a certain type (1 AP).
  • The create spawn ability is tied to a disease that the creature inflicts and creatures killed by the disease are subject to the create spawn ability (2 AP). The disease must be purchased separately.
  • Spawn created by the undead are less powerful than itself and are built as undead with a CR of ½ the CR of the undead that created them or less (2 AP).
  • The undead may have Hit Dice of enslaved spawn totaling no more than twice its own HD; any spawn it creates that exceed this limit become free-willed. The undead may free an enslaved spawn in order to enslave a new spawn, but once freed the spawn cannot be enslaved again (1 AP).
  • The undead has no control over spawn it creates (2 AP).

Format: create spawn; Location: Special Attacks

Cursed Wound (EX, 4 AP)

Prerequisites: construct; Benefit: The damage the construct deals with a single natural attack type doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by the construct must succeed on a caster level check (DC 10 + construct’s HD), or the healing has no effect on the injured creature.

Enhancements

  • The caster level check is equal to 10 + the construct’s HD x 2 for an additional +8 AP.

Flaws

  • The subject’s wounds heal naturally, and only resist magical healing (1 AP).

Format: 2 slams +19 (2d10+7 plus cursed wound); Location: Melee

Damage Objects (EX, 2 AP)

Prerequisites: plant; Benefit: The plant deals double damage against an object or structure when it makes a full attack.

Format: damage objects; Location: SQ

Dance of Ruin (SU, 8 AP)

Prerequisites: outsider; Benefit: The outsider can dance and chant as a full-round action—at the end of 3 rounds, a crackling wave of energy explodes from the outsider, dealing 1d6 + ½ the outsider’s CR points of electricity damage to all creatures within 100 feet. A Reflex save (DC 10 + ½ the outsider’s HD + outsider’s Cha modifier) halves this damage. For each additional outsider with this ability that joins the dance, the damage is additive and the DC to avoid the effect increases by +1 to the highest DC of any outsiders with this ability (to a maximum of 20d6). The dance immediately ends and must start anew if any of the participating outsiders are slain, stunned, or otherwise prevented from dancing.

Format: dance of ruin; Location: Special Attacks

Dancing Chains (SU, 5 AP)

Prerequisites: outsider (kyton); Benefit: The kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, the kyton can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature’s possession, the creature can attempt a Will save (DC 10 + ½ the HD of the kyton + kyton’s Cha modifier) to break the kyton’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. A kyton can climb chains it controls at its normal speed without making Climb checks.

Format: dancing chains; Location: Special Attacks

Death Roll (EX, 2 AP)

Prerequisites: animal or magical beast; Benefit: When grappling a foe of its size or smaller, the animal can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The animal inflicts its bite damage with Strength x1.5 and knocks the creature prone. If successful, the animal maintains its grapple.

Enhancements

  • The animal can perform a death roll on creatures of any size for an additional +2 AP.

Format: death roll (1d8+6 plus trip); Location: Special Attacks

Death-Stealing Gaze (SU, 5 AP)

Prerequisites: outsider (evil); Benefit: As a free action once per day, the outsider can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a Fortitude save (DC 10 + ½ the outsider’s HD + outsider’s Cha modifier) or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the outsider’s control. The outsider’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the outsider picks which human becomes a ghoul.

Enhancements

  • The outsider gains an additional use of death-stealing gaze for every additional +1 AP spent.
  • The outsider can create any number of ghouls per round for an additional +2 AP.
  • When an outsider creates a ghoul with death-stealing gaze, it gains a growth point for an additional +7 AP. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, caster level checks, and skill checks. Its maximum hit points increase by 10 for each growth point, its caster level for spell-like abilities increases by 1, and it gains an additional use of death-stealing gaze. For every 2 growth points, its natural armor bonus, SR (if any), and CR increase by 1. Every time it gains a growth point it makes a DC 30 caster level check—success indicates it matures. It loses all growth points and its statistics improve by +1 CR within its focus. The outsider can have a maximum of 20 growth points—it automatically matures if it has not done so already when it reaches 20 growth points. It may repeat this process to continually grow in power.

Format: death-stealing gaze; Location: Special Attacks

Devil Shaping (SU, 5 AP)

Prerequisites: outsider (devil); Benefit: Three times per day, the devil can spend a minute to transform nearby lemures into other lesser devils. The devil can transform one lemure for every Hit Die the devil possesses. It can then reshape these lemures into a number of Hit Dice’s worth of lesser devils equal to the number of lemures affected. Lemures to be reshaped must be within 50 feet of the devil, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil (with a CR no higher than the devil with devil shaping) ready to follow the orders of the devil.

Format: devil shaping; Location: Special Attacks

Devour Soul (SU, 8 AP)

Prerequisites: undead; Benefit: By making a touch attack as a standard action, the undead can deliver a slay living spell (caster level of the undead’s HD, Fortitude save DC 15 + undead’s Cha modifier). The soul of a creature slain by this attack becomes trapped with the undead. The creature cannot be brought back to life until the undead’s destruction. The undead may only hold one soul in this manner. This is equal to a 5th-level spell.

Enhancements

  • The undead can hold any number of souls for an additional +2 AP.
  • The undead can divert incoming spells to devoured souls for an additional +3 AP. If any of the following spells are cast at the undead and overcome its spell resistance (if any), they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. While none of these effects harms the soul, the caster makes a caster level check (DC 11 + undead’s HD) when a spell is deflected—success indicates that the trapped soul is released from its prison and the creature whose body it belonged to can now be restored to life as normal.

Flaws

  • Bonus AP gained from this flaw may only be spent on spell-like abilities and do not reduce the cost of the devour soul ability. The undead requires trapped souls to cast any spell-like abilities it possesses (8 AP). The soul provides 5 essence points for each Hit Die. The undead must expend essence points when it uses a spell-like ability equal to the spell’s level. The trapped essence gains one permanent negative level for every 5 points of essence drained — these negative levels remain if the creature is brought back to life (but do not stack with any negative levels imparted by being raised). A soul that is completely consumed may only be restored to life by a miracle or wish.

Format: devour soul; Location: Special Attacks

Dismantle Armor (EX, 6 AP)

Prerequisites: outsider; Benefit: If the outsider hits a foe with two attacks, it can attempt to peel away the target’s armor and shield as a free action by making a CMB check. If the outsider is successful, the target’s armor and shield are torn from his body and dismantled, falling to the ground. Armor subjected to this attack loses half its hit points and gains the broken condition if the target fails a Reflex save (DC 10 + ½ the outsider’s HD + outsider’s Str modifier).

Format: dismantle armor; Location: Special Attacks

Dragon Senses (EX, 2 AP)

Prerequisites: dragon; Benefit: The dragon gains darkvision 120 feet and blindsense 60 feet. It sees four times as well as a human in dim light and twice as well in normal light.

Format: Senses darkvision 120 ft.; blindsense 60 ft.; Location: Senses

Drench (EX, 1 AP)

Prerequisites: outsider (water) or aquatic subtype, Benefit: The outsider’s touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals the outsider’s HD).

Format: drench; Location: Special Attacks

Electricity (EX, 3 AP)

Prerequisites: animal, magical beast, or air subtype; Benefit: The animal can produce a powerful jolt of 1d6 electricity damage, delivering the jolt with a successful touch attack. On a critical hit, the creature struck must make a Fortitude save (10 +1/2 the animal’s HD + animal’s Con modifier) or be stunned for 1 round.

Enhancements

  • The duration of the stun effect is increased to 1d4 rounds for an additional +1 AP or 1d6 rounds for +2 AP.
  • Targets must save against the stun effect on any successful hit for an additional +4 AP.
  • The electricity damage is increased to 2d6 for an additional +1 AP, 3d6 for +2 AP, 4d6 for +3 AP, or 5d6 for +4 AP.

Format: tail -2 touch (1d6 electricity); Location: Melee

Elemental Endurance (EX, 1 AP)

Prerequisites: outsider (native); Benefit: The outsider can remain on the Planes of Air, Earth, Fire, or Water unharmed by the nature of the plane for up to 48 hours at a time. Failure to return to the Material Plane before that time expires causes the outsider to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.

Enhancements

  • The outsider may remain on a plane indefinitely for an additional +1 AP.
  • The outsider can ignore the negative effects of any plane (such as the Negative or Positive Energy Planes) for an additional +1 AP.

Format: elemental endurance; Location: SQ

Elemental Mastery (EX, 0 AP)

Prerequisites: air, earth, fire, or water subtype; Benefit: Either the creature gains a +1 bonus on attack and damage rolls or other creatures suffer a -1 penalty to attack and damage rolls when both creatures are primarily in contact with the chosen element (flying, on the ground, within fire, or swimming, respectively for air, earth, fire, or water). If the outsider is disconnected from the element attuned to its planar affinity, it takes a -4 penalty on attack and damage rolls.

Enhancements

  • The outsider does not suffer penalties for being disconnected from the element for an additional +2 AP.

Format: water mastery; Location: Special Attacks

Elemental Rays (SU, 2 AP)

Prerequisites: construct; Benefit: The construct can produce magical rays with a range of 100 feet. Each round, it can fire one ray as a free action. A specific ray is usable only once every 4 rounds. The construct can fire an elemental ray in the same round that it makes physical attacks- firing an elemental ray does not provoke attacks of opportunity. The save DCs are equal to 10 + ½ the construct’s HD + construct’s Con modifier. This ability may be purchased multiple times, each time it adds an additional ray.

  • Acid: Deals 1d6 acid damage plus an additional 1d6 damage per CR of the construct (Reflex half).
  • Cold: 1d6 cold damage plus an additional 1d6 damage per CR of the construct (Reflex half).
  • Electricity: 1d6 electricity damage plus an additional 1d6 damage per CR of the construct (Reflex half).
  • Fire: Deals 1d6 fire damage plus an additional 1d6 damage per CR of the construct (Reflex half).
  • Petrification: Target must succeed on a Fortitude save or turn to stone permanently.

Format: rays (+16 ranged touch); Location: Special Attacks

Elemental Sense (EX, 1 AP)

Prerequisites: magical beast or elemental subtype; Benefit: The magical beast automatically senses any single elemental effect (acid, cold, electricity, or fire) within 100 feet (select one).

Format: Senses fire; Location: Senses

Elusive (SU, 2 AP)

Prerequisites: magical beast; Benefit: As a full-round action the magical beast can move up to its run speed without leaving any trace of its passing (identical in effect to a pass without trace spell). This spell effect has a caster level of 20 and cannot be dispelled. The magical beast gains a +10 circumstance bonus to its Stealth checks while moving.

Enhancements

  • The bonus to Stealth checks increases to +20 for an additional +1 AP, +30 for +2 AP, or +40 for +3 AP.
  • Except when in combat, the magical beast is considered to be under the effects of a nondetection spell for an additional +4 AP. This spell effect has a caster level of 20 and cannot be dispelled.

Format: elusive; Location: Defensive Abilities

Engulf (EX, 1 AP)

Prerequisites: ooze; Benefit: As the universal monster ability, but at the reduced base cost.

Format: engulf; Location: Special Attacks

Entangle (EX, 3 AP)

Prerequisites: outsider; Benefit: The outsider may use ropes, whips, or some equivalent to entangle creatures that are at least one size category smaller. If the outsider successfully hits, it can immediately attempt a grapple check without provoking an attack of opportunity. If the outsider wins the check, it draws the foe into an adjacent square.

Format: +1 whip +10 (1d4+3 and entangle); Location: Melee

Ethereal Ambush (EX, 4 AP)

Prerequisites: magical beast, ethereal jaunt; Benefit: A magical beast that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.

Format: ethereal ambush; Location: Special Attacks

Ethereal Jaunt (SU, 6 AP)

Prerequisites: magical beast or outsider; Benefit: The magical beast can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).

Enhancements

  • The creature can take a single willing or helpless creature with it when it switches planes for +1 AP.

Flaw

  • Shifting from the Ethereal Plane to the Material Plane is a move action and shifting from the Material Plane to the Ethereal Plane takes 2 consecutive full-round actions (2 AP). While shifting from the Material to the Ethereal Plane, the magical beast becomes harder to hit: opponents have a 20% miss chance in the first round and a 50% miss chance in the second.

Format: ethereal jaunt; Location: Defensive Abilities

Expert Climber (EX, 2 AP)

Prerequisites: monstrous humanoid; Benefit: The monstrous humanoid can cling to walls and even ceilings as long as the surface has hand- and footholds. In effect, the monstrous humanoid is treated as constantly being under a nonmagical version of the spider climb spell, save it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.

Format: expert climber; Location: SQ

Evil Eye (SU, 5 AP)

Prerequisites: monstrous humanoid; Benefit: Three times per day, the monstrous humanoid can cast a dire gaze upon any single creature within 30 feet. The target must succeed on a Will save (DC 10+ ½ the monstrous humanoid’s HD + monstrous humanoid’s Cha modifier) or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If the monstrous humanoid uses the evil eye on someone already afflicted by this curse, the victim must make a Fortitude save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a Fortitude save or perish. The evil eye is a mind-affecting fear effect.

Enhancements

  • Evil eye becomes usable at will for an additional +2 AP.
  • The range of evil eye increases by 30 feet for each additional +1 AP spent.

Format: evil eye; Location: Special Attacks

Feed (SU, 5 AP)

Prerequisites: outsider (evil); Benefit: Once per month, the outsider can devour a nonevil humanoid’s corpse as a full-round action to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. For every 2 growth points, the outsider’s caster level for its spell-like abilities and its CR increase by +1. When the outsider reaches 4 growth points, it loses all growth points and permanently improves by +1 CR according to its focus. The creature gains AP to spend on new abilities once its CR permanently increases, and can even change abilities it already possesses to afford new ones. It may repeat this process to continually grow in power.

Format: feed; Location: Special Attacks

Filament (EX, 1 AP)

Prerequisites: vermin or magical beast; Benefit: The vermin can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range increment. A creature struck by the vermin’s filament becomes attached to the sticky thread and can be pulled towards the vermin (see the pull universal monster ability) 10 feet plus 10 feet for every 5 that the vermin exceeds the target’s CMD. As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 25 Escape Artist check. A filament is AC 14 (touch 12), has 5 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. The vermin can have only one filament active at a time.

Format: pull (filament, 10 feet); Location: Special Attacks

Find Master (SU, 1 AP)

Prerequisites: construct; Benefit: So long as the construct and its creator are on the same plane, the construct can locate its creator.

Format: find master; Location: SQ

Find Target (SU, 2 AP)

Prerequisites: construct; Benefit: Once per day the construct’s creator can order it to find and kill a specific creature within 1 mile, which it locates as if guided by discern location. The creator must have seen or be holding an item from the specific creature for this order to function.

Format: find target; Location: SQ

Flash of Insight (SU, 6 AP)

Prerequisites: humanoid or monstrous humanoid; Benefit: Once per day as an immediate action, the humanoid can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the humanoid only, and cannot be applied to the rolls of others.

Enhancements

  • The humanoid gains an additional use of flash of insight for each additional +3 AP spent.

Format: flash of insight; Location: SQ

Fog Vision (EX, 1 AP)

Prerequisites: dragon or air subtype; Benefit: The dragon can see perfectly well in fog and clouds.

Format: fog vision; Location: Senses

Fortitude (EX, 3 AP)

Prerequisites: plant, immunity (acid, cold, electricity, and fire); Benefit: Any elemental attack used against the plant that the plant possesses an immunity to temporarily increases its Constitution score by 1d4 points. The plant loses these temporary points at the rate of 1 per hour. Temporary Constitution gained through fortitude does not stack.

Enhancements

  • The temporary increase to Constitution becomes 1d6 points for an additional +1 AP, 1d8 for +2 AP, 2d4 for +3 AP, or 2d6 for +4 AP.

Format: electric fortitude; Location: SQ

Freezing Fog (SP, 5 AP)

Prerequisites: dragon or cold subtype, breath weapon (cold); Benefit: The dragon can use this ability three times per day. It is similar to an acid fog spell but deals cold damage instead of acid damage. It also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. This ability is the equivalent of a 6th-level spell.

Format: freezing fog; Location: Special Attacks

Gestalt (SU, 4 AP)

Prerequisites: outsider, size Small or smaller; Benefit: As a full-round action, nine outsiders with this ability can fuse together to create a much larger and more powerful creature. The outsiders become a single creature of Large sized and gain all of the powers and abilities of any single type of Large elemental (as the elemental body III spell). The outsiders retain all the abilities of the base creature. The outsiders can remain in this form for 2d4 rounds. When the gestalt separates back into individual outsiders, its remaining hit points are divided evenly among them. If it had less than 9 hit points, some of the component outsiders die when the gestalt ends. The type of elemental created by the gestalt must be chosen when this ability is taken.

Enhancements

  • The gestalt produces a Huge elemental for an additional +1 AP, greater elemental for +2 AP, or elder elemental for +3 AP.

Format: gestalt; Location: SQ

Ground Manipulation (SU, 2 AP)

Prerequisites: aberration or earth subtype; Benefit: At will as a standard action, the aberration can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the aberration moves off the location. An aberration can move through these areas with ease, but other creatures treat them as difficult terrain.

Format: ground manipulation; Location: Special Attacks

Guarded Thoughts (EX, 1 AP)

Prerequisites: aberration; Benefit: The aberration is immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.

Format: guarded thoughts; Location: Defensive Abilities

Guard (EX, 3 AP)

Prerequisites: construct; Benefit: If ordered to do so, the construct moves to defend its creator. All attacks against the creator take a –2 penalty when the construct is adjacent to its master.

Format: guard; Location: SQ

Hallucination Cloud (EX, 6 AP)

Prerequisites: plant; Benefit: As a standard action once per minute, the plant can release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a Fortitude save (DC 10 +½ the plant’s HD + plant’s Con modifier) or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing—a strong wind causes it to disperse immediately. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.

d6Hallucination
1You’re sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
2Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
3An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.
4You’re suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round.
5You’ve shrunk to 1/10th your normal size! Take no actions for 1 round and monsters won’t see you.
6You’re melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.

Enhancements

  • The radius of the spores is increased by 20 feet for each additional +1 AP spent.
  • The hallucination cloud persists for an additional 2 rounds for each additional +1 AP spent.

Format: hallucination cloud; Location: Special Attacks

Haste (SU, 2 AP)

Prerequisites: construct; Benefit: After it has engaged in at least 1 round of combat, the construct can haste itself (as the spell) once per day as a free action. The effect lasts 1 round.

Enhancements

  • The benefits of haste persist for 3 rounds for an additional +2 AP, or the full duration of the spell (CL equal to the construct’s HD) for +4 AP.
  • The construct can use the haste ability 3/day for an additional +1 AP, or at will for +2 AP.

Format: haste; Location: Special Attacks

Heartstone (SU, 8 AP)

Prerequisites: outsider (evil); Benefit: The outsider possesses a heartstone—a special gemstone worth at least 1,800 gp that is worn as a periapt. A heartstone’s magic is fueled by the outsider’s spirit and proximity—once separated from its owner (or upon the outsider’s death), a heartstone retains its magic for only 24 hours before becoming a nonmagical gem again. The heartstone instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws and grants the etherealness and soul bind spells as spell-like abilities usable at will. An outsider that loses this charm loses these abilities until it finds an appropriate replacement.

Enhancements

  • The resistance bonus provided by the hearstone increases to +3 for an additional +1 AP, +4 for +2 AP, or +5 for +3 AP.
  • The outsider can visit the dreams of chaotic or evil targets by using its heartstone to become ethereal, then hovering over the creature for an additional +2 AP. Once it does so, it rides on the victim’s back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions by confronting and defeating the outsider.

Flaws

  • The heartstone only provides a +1 resistance bonus to saves (1 AP).

Format: heartstone; Location: SQ

Horrific Appearance (SU, 5 AP)

Prerequisites: monstrous humanoid; Benefit: The sight of the monstrous humanoid is so revolting that anyone within 60 feet (other than another monstrous humanoid with this ability) who sets eyes upon one must succeed on Fortitude save (DC 10 + ½ the monstrous humanoid’s HD + monstrous humanoid’s Cha modifier) or instantly be weakened, taking 1d6 points of Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same monstrous humanoid’s horrific appearance for 24 hours. This is a mind-affecting effect.

Enhancements

  • The Strength damage is increased to 1d8 for an additional +2 AP, 2d4 for +4 AP, 2d6 for +6 AP, or 2d8 for +8 AP.

Flaws

  • The Strength damage is decreased to 1d4 (1 AP), 2 (2 AP), or 1 (3 AP).

Format: horrific appearance (60 ft.); Location: Aura

Icewalking (EX, 1 AP)

Prerequisites: dragon or cold subtype; Benefit: This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Format: icewalking; Location: Speed

Ice Shape (SU, 3 AP)

Prerequisites: dragon or cold subtype; Benefit: The dragon can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. A dragon’s caster level for this effect is equal to its Hit Dice.

Format: ice shape; Location: SQ

Immunity to Magic (EX, 3 AP)

Prerequisites: construct; Benefit: The construct is immune to any spell or spell-like ability that allows spell resistance. Constructs with this ability are typically created by binding an elemental spirit into the construct and are known as golems.

Enhancements

  • The construct is healed by one type of elemental damage (acid, cold, electricity, or fire) for an additional +2 AP. A magical attack that deals elemental damage of that type breaks any slow effect on the construct and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the construct to exceed its full normal hit points, it gains any excess as temporary hit points. The construct gets no saving throws against elemental effects of the chosen type
  • A single selected spell completely heals the construct of all lost hit points when it is the target for an additional +5 AP.

Flaws

  • The construct is damaged by spells with one elemental descriptor (acid, cold, electricity, or fire) normally (2 AP).
  • A single spell (with negative effects) affects the construct normally or the construct is negatively affected in some unique fashion when it is the target of the spell (1 AP)
  • The construct is slowed (as the slow spell) by one type of elemental damage (acid, cold, electricity, or fire) or one spell for 1 round (1 AP), 1d6 rounds (2 AP), or 2d6 rounds (3 AP). This flaw may be taken multiple times, each time it applies to a different elemental damage type.

Format: Immune magic; Location: Immune

Incinerate (SU, 6 AP)

Prerequisites: dragon or fire subtype, breath weapon (fire); Benefit: The dragon can incinerate creatures with fire. A creature reduced to fewer than 0 hit points by its breath weapon must make a Fortitude save (using the breath weapon’s DC). Failure indicates that the creature is reduced to ash. Creatures destroyed in this way can only be restored to life through true resurrection or similar magic.

Format: incinerate; Location: Special Attacks

Ink Cloud (EX, 2 AP)

Prerequisites: animal or magical beast; Benefit: The animal can emit a 5-footradius sphere of ink while in water once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute.

Enhancements

  • The area of the ink increases to a 10-foot-radius for an additional +1 AP, 20-foot radius for +2 AP, 40-foot-radius for +3 AP, or 80-foot-radius for +4 AP.
  • The ink can be used every 1d4 rounds for an additional +2 AP.
  • The ink cloud carries a contact poison that affects any creature caught within it for an additional +1 AP. The poison must be purchased separately.

Format: ink cloud; Location: Special Attacks

Inspiration (SU, 4 AP)

Prerequisites: fey; Benefit: The fey can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection. As long as the fey retains her favor for this creature, and as long as the creature carries the fey’s token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has the fey for a muse in this way can use his bardic performance for an additional number of rounds per day equal to the fey’s Charisma modifier. The fey retains a link to her token and its carrier as if she had cast a status spell on the carrier. The fey can end this effect at any time as a free action. A single fey may only inspire one creature at a time in this manner.

Enhancements

  • The bonuses provided by inspiration increase by +2 for each additional +1 AP spent.
  • The fey can inspire an additional creature for each additional +3 AP spent.

Format: inspiration; Location: SQ

Intimidating Charge (EX, 1 AP)

Prerequisites: animal or magical beast; Benefit: When the animal charges, its base speed is increased by 20 feet. In addition to the normal effects of a charge, the creature charged must make a Will save (DC 10+ ½ the animal’s HD + animal’s Cha modifier) or be shaken for 1 rounds. This is a fear effect.

Enhancements

  • That animal’s base speed is increased by 40 feet for an additional +1 AP, 60 feet for +2 AP, or 80 feet for +3 AP.
  • The duration of the fear effect increases to 1d4 rounds for an additional +1 AP, or 1d6 rounds for +2 AP.
  • The creature charged is frightened on a failed save for an additional +2 AP, or panicked for +4 AP

Format: intimidating charge; Location: Special Attacks

Jump Attack (EX, 1 AP)

Prerequisites: monstrous humanoid; Benefit: As a standard action, the monstrous humanoid may make a single attack during a jump. It can make this attack at any point along the course of the jump- at the start, the end, or while in mid-air. While jumping, the monstrous humanoid does not provoke attacks of opportunity for leaving a threatened square.

Enhancements

  • The monstrous humanoid may make a full attack during a leap attack as a full round action for an additional +3 AP.

Format: jump attack; Location: Special Attacks

Kiss (SU, 5 AP)

Prerequisites: outsider (evil); Benefit: The outsider can kiss a target with a successful melee touch attack that provokes an attack of opportunity. The kissed opponent must succeed on a Fortitude save (DC 10 +½ the outsider’s HD + outsider’s Con modifier) or begin a terrible transformation. After 1d6 hours, all the victim’s hair falls out. After another 1d6 hours, the ears grow into leathery wings, tentacles sprout on their chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation completes 1d6 hours thereafter, when the victim’s head breaks free of the body (which promptly dies) and is remade as a Combat (barbaric) Focus outsider (evil) with this ability and a CR equal to the creature with this ability -2 (minimum 1). The creature loses all other racial and class abilities. Stopping the transformation requires remove disease or a similar effect. The transformation is a disease effect.

Enhancements

  • Kiss does not provoke an attack of opportunity for an additional +2 AP.
  • The transformation and damage times are altered from 1d6 hours to 1d6 minutes for an additional +4 AP, or 1d6 rounds for +8 AP. The transformation process completes when the victim’s Intelligence and Charisma are reduced to 3 or less.

Flaws

  • Kiss is a standard melee attack and not a touch attack (1 AP).
  • The target must be helpless (2 AP).
  • The transformation’s progress is paused by sunlight or any light spell of 3rd level or higher (1 AP).

Format: kiss; Location: Special Attacks

Leap (EX, 3 AP)

Prerequisites: magical beast; Benefit: The magical beast can perform a special kind of pounce attack by jumping into combat. When the magical beast charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can attack with any natural attacks.

Flaws

  • One of the creature’s natural attack types does not function when leaping (1 AP).

Format: leap; Location: Special Attacks

Light Form (SU, 5 AP)

Prerequisites: outsider (good); Benefit: The outsider can shift between its solid body and one made of light as a standard action. In light form, it gains a fly speed equal to three times its base speed (perfect maneuverability) and the incorporeal quality. This ability otherwise functions similar to the wind form ability. The outsider can use spell-like abilities or abilities that do not require physical contact, but can’t make physical attacks or cast spells.

Format: light form; Location: SQ

Light Ray (EX, 4 AP)

Prerequisites: outsider (good); Benefit: The outsider can fire two beams of light to deal 1d6 damage foes as a full-attack action or one ray as a standard-attack action. These light rays have a maximum range of 30 feet and overcome damage reduction of any type.

Enhancements

  • The damage increases to 1d12 for an additional +1 AP or 2d12 for +2 AP.
  • The maximum range of the light rays increases to 100 feet for an additional +1 AP or 300 feet for +2 AP.

Format: 2 light rays +14 ranged touch (2d12); Location: Ranged

Luck (SP, 1 AP)

Prerequisites: dragon or fey; Benefit: Once per day the dragon can touch a gem and enspell it to bring good luck. So long as the dragon carries the gem, it and every creature that shares at least one aspect of its alignment (chaotic, evil, good, lawful, or neutral) within a 10-foot radius receives a +1 luck bonus on all saving throws. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours. This ability is the equivalent of a 2nd-level spell.

Enhancements

  • The luck bonus increases by +1 for each additional +2 AP spent.
  • The radius affected increases by 10 feet for each additional +1 AP spent.
  • The effect lasts 24 hours for an additional +2 AP.

Format: luck; Location: SQ

Luminescence (EX, 0 AP)

Prerequisites: vermin, animal, or magical beasts; Benefit: The vermin possesses glowing glands that provide light in a 10-foot radius. A vermin’s luminescent glands continue to glow for 1d6 days after its death.

Format: luminescence; Location: SQ

Lunge (EX, 3 AP)

Prerequisites: vermin, animal, or magical beast; Benefit: The vermin’s limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack at double its normal reach. When the vermin attacks in this manner, it gains a +4 bonus on its attack roll. The vermin cannot make attacks of opportunity with its lunge.

Format: lunge; Location: Special Attacks

Madness (EX, 1 AP)

Prerequisites: aberration or humanoid; Benefit: The humanoid uses their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove the madness. If this occurs, the humanoid gains 6 points of Wisdom and loses 6 points of Charisma.

Format: madness; Location: SQ

Malleable (EX, 1 AP)

Prerequisites: vermin; Benefit: The vermin’s body is very malleable, allowing it to fit into narrow areas with ease. The vermin takes no penalty to its speed or checks when squeezing in an area that is one size category smaller than its actual size. The vermin can squeeze normally through an area two size categories smaller than its actual size.

Format: malleable; Location: SQ

Manipulate Flames (SU, 6 AP)

Prerequisites: dragon or fire subtype; Benefit: The dragon can control any fire spell within 10 feet as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires.

Enhancements

  • The radius affected increases by 10 feet for each additional +1 AP spent.

Format: manipulate flames; Location: SQ

Mass Laughter (SP, 4 AP)

Prerequisites: dragon or fey; Benefit: The dragon can tell a fantastic joke once per day as a standard action. All creatures within 10 feet must make a Will save or laugh for 1 round, as if affected by hideous laughter. The save DC is Charisma-based. This ability is the equivalent of a 6th-level spell.

Enhancements

  • The radius affected increases by 10 feet for each additional +1 AP spent.
  • The duration of the effect lasts for 1d6 rounds for an additional +1 AP, or a number of rounds equal to the dragon’s HD for +2 AP.

Format: mass laughter; Location: Special Attacks

Melt Stone (SU, 9 AP)

Prerequisites: dragon or fire subtype, breath weapon (fire); Benefit: The dragon can use its breath weapon to melt rock or similar material at the breath weapon’s range, affecting a 10-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

Enhancements

  • The radius affected increases by 10 feet for each additional +1 AP spent.

Format: melt stone; Location: Special Attacks

Metalmorph (SU, 5 AP)

Prerequisites: outsider (earth); Benefit: As a standard action, the outsider may touch a single metal object of no more than 10 pounds and transform it into any other metal for 1 day.

Enhancements

  • The metal object may weigh up to 100 pounds for an additional +1 AP, or 1,000 pounds for +2 AP.

Format: metalmorph; Location: Special Attacks

Miasma (SU, 5 AP)

Prerequisites: dragon or earth subtype, breath weapon (acid); Benefit: The dragon can use its breath weapon to create a cloud of acid as a standard action that deals damage to any creature inside it. The cloud moves with the dragon and has a radius of 20 feet. When it’s created, anyone inside this area takes an amount of damage equal to half the dragon’s breath weapon, with a Reflex save for half damage. The number of damage dice rolled is halved each round until the result would be less than 1d6. Any creature that starts its turn inside the cloud takes damage, but can make a Reflex save for half. A strong wind, such as that created by a gust of wind, disperses the cloud in 1 round.

Format: miasma; Location: Special Attacks

Mimic Object (EX, 1 AP)

Prerequisites: aberration or shapechanger subtype; Benefit: The aberration can assume the general shape of any object that is roughly the same equivalent size. The aberration’s body is hard and has a rough texture, no matter what appearance it might present. The aberration gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for an aberration with this ability.

Enhancements

  • The object can be one size category large or smaller for +1 AP, two size categories larger or smaller for +2 AP, or any size category for +4 AP.

Format: mimic object; Location: SQ

Mimicry (EX, 3 AP)

Prerequisites: monstrous humanoid; Benefit: The monstrous humanoid is proficient in all weapons, armor, and shields. In addition, the monstrous humanoid can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice.

Format: mimicry; Location: SQ

Mind Thrust (SU, 2 AP)

Prerequisites: aberration; Benefit: As a standard action, up to once a day, the aberration can deliver a massive blast of mental energy at any one target within 30 feet, inflicting 1d6 points of damage per CR. A successful DC Will save (DC 10 +1/2 the aberration’s HD + aberration’s Charisma modifier) negates the effect. This effect can only harm creatures with Intelligence scores. This is a mind-affecting effect.

Enhancements

  • The damage is increased to 1d8 points per CR for an additional +2 AP, or 1d10 per CR for +4 AP.
  • Mind thrust is usable 3/day for an additional +2 AP or at will for +4 AP.
  • The range increases to 60 feet for an additional +1 AP, 90 feet for +2 AP, or 120 feet for +3 AP.
  • Mind thrust affects all targets in a cone for +3 AP.

Format: mind thrust; Location: special attacks

Mirage (SU, 4 AP)

Prerequisites: dragon or fey; Benefit: The dragon can make itself appear to be in two places at once as a free action for a number of rounds per day equal to its Hit Dice. This ability functions as project image but the dragon can use any breath weapon it possesses through the mirage.

Format: mirage; Location: Defensive Abilities

Moan (EX, 2 AP)

Prerequisites: aberration; Benefit: The aberration can emit an infrasonic moan as a standard action, with one of four effects (chosen when the ability is taken). The save DCs are equal to 10 + ½ the aberration’s HD + aberration’s Cha modifier. This ability may be taken multiple times (maximum 4), each time adding a new effect that can be caused by the moan.

  • Fear: All creatures in a 30-foot spread must save (Will negates) or become panicked for 2 rounds.
  • Nausea: All creatures in a 30-foot cone must save (Fortitude negates) or fall prone and be nauseated for 1d4+1 rounds.
  • Stupor: A single creature within 30 feet is affected by hold monster for 5 rounds (Will negates).
  • Unnerve: Anyone within a 60-foot spread automatically takes a –2 penalty on attack and damage rolls. Those in the area for more than 6 consecutive rounds must save (Will negates) or enter a trance, helpless until the moaning stops.

The aberration is immune to these sonic, mindaffecting attacks. A creature that successfully saves against the aberration’s fear, nausea, or unnerve moans cannot be affected by that same moan effect from that aberration for 24 hours.

Format: moan; Location: special attacks

Mucus Cloud (EX, 2 AP)

Prerequisites: aberration and aquatic subtype; Benefit: While underwater, the aberration exudes a cloud of transparent slime. All creatures adjacent to the aberration must succeed on a Fortitude save (DC 10 +1/2 the aberration’s HD + aberration’s Con modifier) each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with the aberration’s mucus cloud and failing another save extends the effect for another 3 hours.

Enhancements

  • The duration increases to 8 hours for an additional +1 AP or 24 hours for +2 AP.

Flaws

  • The effects of mucus cloud can be removed by either the remove curse or neutralize poison spells (1 AP).

Format: mucus cloud (5 feet); Location: Aura

Musical Manipulation (SU, 1 AP)

Prerequisites: fey; Benefit: When the fey plays music, all creatures within a 30-foot radius must make a Will save (DC 10 + ½ the fey’s HD + fey’s Cha modifier) or be affected by a single enchantment spell-like ability possessed by the fey (chosen when this ability is taken). A creature that successfully saves against any of the music’s effects cannot be affected by the same fey’s musical manipulation for 24 hours, but can still be affected by the fey’s normal spell-like abilities as normal. Use of this ability does not count against the fey’s daily usage of any spell-like abilities. The save DC is Charisma-based.

Enhancements

  • The creature adds an additional enchantment spell-like ability usable with musical manipulation for an additional +1 AP per spell added.
  • The range affected by musical manipulation increases to 60 feet for an additional +1 AP, 90 feet for +2 AP, or 120 feet for +3 AP.

Format: musical manipulation; Location: Special Attacks

Natural Cunning (EX, 3 AP)

Prerequisites: monstrous humanoid; Benefit: The monstrous humanoid possesses innate cunning and logical ability. The monstrous humanoid can never be caught flat-footed, and is immune to maze spells.

Format: natural cunning; Location: Defensive Abilities

Nausea (EX, 8 AP)

Prerequisites: aberration or outsider (evil); Benefit: The noxious vapors and foul fluids that constantly weep and seethe from the outsider’s body are particularly heinous to those the creature grapples. Each round a creature grappled by the outsider must make a Fortitude save (DC 10 + ½ the outsider’s HD + outsider’s Con modifier) or become nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a Fortitude save, or until a minute has passed during which he is not grappled by the outsider, whichever condition comes first.

Format: nausea; Location: Special Attacks

Numb (SU, 3 AP)

Prerequisites: outsider; Benefit: A hit from the outsider causes the target to become numb due to cold or some other effect. The opponent must succeed on a Fortitude save (DC 10 +½ the outsider’s HD +outsiders Con modifier) or be affected as though by a slow spell for 1 round. This effect can be transferred through weapons wielded by the outsider.

Enhancements

  • The slow effect persists for 1d4 rounds for an additional +1 AP, or 1d6 rounds for +2 AP.

Format: +1 spear +11 (2d6+4 plus numb); Location: Melee

Paralysis (EX, 2 AP)

Prerequisites: aberration or ooze; Benefit: as the universal monster ability, except at the reduced cost as shown.

Format: paralysis (1d4+1 rounds, DC 18); Location: Special Attacks and individual attacks.

Petrification (SU, 5 AP)

Prerequisites: magical beast or earth subtype; Benefit: One of the magical beast’s natural attacks can cause living creatures to fossilize into stone. Each time the creature is damaged by the magical beast’s attack, it must succeed on a Fortitude save (DC 10 + ½ the magical beast’s HD + magical beast’s Con modifier) or take 1d4 points of Dexterity damage as its flesh and bones stiffen and harden (this does not alter the creature’s natural armor). A creature reduced to 0 Dexterity immediately turns completely to stone as if petrified by a flesh to stone. Every day, a creature petrified in this manner can attempt a new Fortitude save to recover from the petrification, at which point the victim returns to flesh with 1 Dexterity (and thereafter can be restored to fill Dexterity by natural healing or magic as normal), but after a petrified creature fails three of these Fortitude saves in a row, the petrified state becomes permanent. A creature restored to flesh via magic has its Dexterity damage caused by this ability removed, but not any existing Dexterity damage from other sources. The magical beast is immune to this ability, but other petrification attacks affect it normally.

Enhancements

  • Petrification deals ability drain instead of damage for an additional +2 AP.
  • The damage increases to 1d6 for an additional +1 AP, 1d8 for +2 AP, 2d4 for +3 AP, 2d6 for +4 AP, and 2d8 for +5 AP.
  • The attack that deals Dexterity damage is a touch attack for an additional +2 AP.

Format: bite +9 (1d4-2 plus petrification); Location: Melee

Poison Reservoir (EX, 1 AP)

Prerequisites: construct; Benefit: The construct has a poison injector that can be filled by its creator manually. The reservoir holds enough poison for 3 successful attacks, after which the attack is no longer poisoned until it can be refilled. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury based poison, though acid, alchemical substances, and even stranger liquids can be used. Any poison added to the creature must be purchased separately.

Enhancements

  • The construct naturally produces poison and the reservoir does not need to be refilled for an additional +1 AP.

Format: bite +3 (1d6+1 plus poison); Location: Melee

Poison Use (EX, 1 AP)

Prerequisites: humanoid or monstrous humanoid; Benefit: The humanoid is skilled in the use of poison and never risks accidentally poisoning themselves. Any poisons possessed by the humanoid must be purchased separately.

Format: poison use; Location: SQ

Pollen Spray (EX, 5 AP)

Prerequisites: plant; Benefit: As a standard action, the plant can spray a cloud of pollen at a single creature within 30 feet. It must make a ranged touch attack to strike the target, who must then succeed on a Will save (DC 10 + ½ the plant’s HD + plant’s Con modifier) or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the plant’s reach, at which point an entranced creature remains motionless and counts as helpless.

Enhancements

  • The range of pollen spray increases by 30 feet for each additional +1 AP spent.

Format: pollen spray; Location: Special attacks

Possession (SU, 6 AP)

Prerequisites: undead or outsider (evil) and incorporeal subtype; Benefit: The undead can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the undead’s Hit Dice, whichever is higher), except it does not require a receptacle. To use this ability, the undead must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same undead’s possession for 24 hours.

Format: possession; Location: Special Attacks

Profane Gift (SU, 5 AP)

Prerequisites: outsider (evil); Benefit: Once per day as a full-round action, the outsider may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from an outsider at a time. So long as the profane gift persists, the outsider can communicate telepathically with the target across any distance (and may use any mind-affecting spells or spell-like abilities through the connection). A profane gift is removed by dispel evil. The outsider can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

Enhancements

  • The profane bonus to an ability score is increased to +4 for an additional +2 AP, or +6 for an additional +4 AP.

Flaws

  • Select another spell that can remove the profane gift such as dispel chaos or dispel law (1 AP).

Format: profane gift; Location: Special Attacks

Psychic Crush (SU, 6 AP)

Prerequisites: aberration; Benefit: As a standard action once per day, the aberration can attempt to crush the mind of a single creature within 30 feet. The target must make a Will save (DC 10 +1/2 the aberration’s HD + aberration’s Cha modifier) or collapse, becoming unconscious and dying at –1 hit points. If the target succeeds on the save, it takes 1d6 points of damage for every 3 HD the aberration possesses and is sickened for 1 round. This is a mind-affecting effect.

Enhancements

  • The damage is increased to 1d8 points per CR for an additional +1 AP, or 1d10 per CR for +2 AP.
  • Mind thrust is usable 3/day for an additional +2 AP, or at will for +4 AP.
  • The range increases to 60 feet for an additional +1 AP, 90 feet for +2 AP, or 120 feet for +3 AP.
  • Psychic crush affects all targets in a cone for +6 AP.

Format: psychic crush; Location: Special Attacks

Quickness (SU, 4 AP)

Prerequisites: aberration or vermin; Benefit: The aberration is extremely quick. It can take an extra move action during its turn each round.

Format: quickness; Location: SQ

Reflective Scales (SU, 8 AP)

Prerequisites: dragon, spell resistance; Benefit: Any spell that fails to penetrate the dragon’s spell resistance might be reflected. If the caster level check to penetrate the dragon’s spell resistance is failed by 5 or more, the spell is reflected. If the check fails by 4 or less, the spell is merely wasted. This otherwise functions as spell turning.

Format: reflective scales; Location: Defensive Abilities

Rejuvenation (SU, 6 AP)

Prerequisites: undead; Benefit: When the undead is destroyed, its body or form immediately begins to rebuild. The process takes 2d4 or 1d10 days (chosen when the ability is taken). If the undead is corporeal, it must be tied to a physical object and reforms near to the physical object. If the object is destroyed, or otherwise unavailable, the undead cannot reform. If the reforming undead’s body is destroyed before it can fully rejuvenate, it immediately starts the process anew. After the full time has passed, the undead wakens fully healed (albeit without any gear left behind on the destroyed form). An incorporeal undead can typically only be permanently killed by specific circumstances as determined by the GM.

Format: rejuvenation; Location: Defensive Abilities

Relentless (SU, VARIES)

Prerequisites: construct; Benefit: The construct is constantly under the effects of a single personal or touch range spell. The ability cannot be dispelled. The ability costs 1 AP per level of the spell. This ability may be taken multiple times.

Format: relentless; Location: SQ

Rend Ship (EX, 6 AP)

Prerequisites: magical beast or aquatic subtype, grab, Gargantuan size or larger; Benefit: As a full-round action, the magical beast can attempt to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but the magical beast gets a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the magical beast grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship, but can only attack foes on deck. Each round it maintains its hold on the ship, it automatically inflicts constrict damage on the ship’s hull.

Format: rend ship; Location: Special Attacks

Rot (SU, 5 AP)

Prerequisites: outsider (evil), plant, or undead; Benefit: One of the creature’s attacks causes a horrible withering and rotting of flesh. It begins on the round the victim is injured and continues for another round thereafter (2 rounds total). Each round the rot persists, the target must succeed on a Fortitude save (DC 10+ ½ the creature’s HD + creature’s Con modifier) or take 2 points of Constitution damage. If the target makes two consecutive saves in a row, the effect is cured. Heal can also halt the rot effect.

Enhancements

  • The rot persists for 3 rounds for an additional +1 AP, 5 rounds for +2 AP, or 10 rounds for +4 AP.
  • The rot deals Constitution and Strength damage for +2 AP.
  • The damage is drain for an additional +2 AP.
  • The Constitution damage is increased to 4 points for an additional +3 AP, or 6 points for +6 AP.

Flaws

  • The rot counts as a poison effect (1 AP).

Format: bite +19 (2d6+9 plus rot); Location: Melee

Rust (SU, 5 AP)

Prerequisites: aberration; Benefit: The aberration gains a primary touch attack that causes any metal object touched to swiftly rust and corrode. The object touched takes half its maximum hit points in damage and gains the broken condition—a second hit destroys the item. The aberration never provokes attacks of opportunity by attempting to strike a weapon with this touch attack. Against creatures made of metal, the aberration deals 1d6 damage per CR, plus the aberration’s HD. An attended object, any magic object, or a metal creature can attempt a Reflex save (DC 10 +1/2 the aberration’s HD + aberration’s Con modifier) to negate this effect.

Enhancements

  • Only one successful attack is necessary to destroy the item for an additional +5 AP.
  • Rust affects any non-living object (not only metal) for an additional +2 AP.

Flaws

  • Rust requires an attack against the creature’s full AC, and not a touch attack (2 AP).
  • Rust provokes an attack of opportunity (2 AP).

Format: antennae +6 touch (rust); Location: Melee

Sandstorm (SU, 7 AP)

Prerequisites: dragon or earth subtype; Benefit: The dragon can create a powerful dust or sandstorm once per day as a full-round action. This storm has a radius of 1 mile and lasts for 1 minute. This functions as a sandstorm (Pathfinder Roleplaying Game Core Rulebook), except that it is also accompanied by windstorm-level winds.

Enhancements

  • The duration of the sandstorm increases by 1 minute for each additional +1 AP spent.

Format: sandstorm; Location: Special Attacks

Self-Resurrection (SU, 12 AP)

Prerequisites: magical beast; Benefit: The magical beast only remains dead for 1d4 rounds unless its body is completely destroyed by an effect such as disintegrate. Otherwise, it will become fully healed and alive 1d4 rounds after death, as if brought back to life via resurrection. The magical beast gains 1 permanent negative level when this occurs. The magical beast brought back to life through other means never gains negative levels as a result.

Enhancements

  • The creature does not gain a negative level when resurrecting for an additional +2 AP.
  • The creature resurrects even if disintegrated or slain by a death effect for an additional +2 AP.

Flaws

  • Only usable 1/year (2 AP).
  • The effect is suppressed within the area of a consecrate (for evil- or neutral-aligned magical beasts) or desecrate (for good- or neutralaligned magical beasts). When the consecrate or desecrate effect ends, the magical beast immediately resurrects (2 AP).
  • The magical beast remains dead for 1d4 minutes (1 AP), 1d4 hours (2 AP), or 1d4 days (3 AP).
  • The negative level gained from self-resurrection can never be restored or removed (2 AP).

Format: self-resurrection; Location: Defensive Abilities

Shadow Blend (SU, 4 AP)

Prerequisites: outsider or undead; Benefit: During any condition, other than bright light, the outsider can disappear into the shadows as a move-equivalent action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability.

Flaws

  • Any artificial illumination or any spell with the light descriptor negates the ability (1 AP).

Format: shadow blend; Location: Special Attacks

Shield Other (SP, 2 AP)

Prerequisites: construct; Benefit: The creator of the construct can activate this defensive ability as a standard action if within 100 feet of the construct. Just as the spell of the same name, this ability transfers to the construct half the damage that would be dealt to the creator (note that the ability does not provide the spell’s AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the construct possesses.

Format: shield other; Location: SQ

Shock (EX Or SU, 2 AP)

Prerequisites: magical beast; Benefit: The magical beast can deliver an electrical shock to a single opponent within 5 feet. This attack deals 1d8 points of nonlethal electricity damage to living opponents with a Reflex save for half. If two or more magical beasts with this ability are within 20 feet of each other, they can create a lethal shock once every 1d4 rounds with a radius of 20 feet, centered on any one contributing beast. All creatures within the area take 2d8 lethal electricity damage for each animal contributing, to a maximum of 12d8. A Reflex (DC 10 + number of animal contributing) save halves the damage.

Format: shock; Location: Special Attacks

Shriek (SU, 4 AP)

Prerequisites: outsider; Benefit: The outsider can shriek as a standard action. Creatures without this ability within 30 feet must succeed on a Fortitude save (DC 10 + ½ the outsider’s HD + outsider’s Con modifier) or be stunned for 1 round. A creature that successfully saves cannot be affected again by the same outsider’s shriek for 24 hours.

Enhancements

  • The duration of the stun effect increases to 1d4 rounds for an additional +1 AP, 1d6 rounds for +2 AP, or 2d4 rounds for +3 AP.
  • The radius affected increases by 30 feet for each additional +1 AP spent.
  • Creatures are paralyzed instead of stunned for an additional +2 AP.
  • Creatures that share the shrieking creature’s type and subtypes are unaffected by shriek for an additional +1 AP.

Flaws

  • The effect ends as soon as the outsider attacks the victim, goes out of range, or leaves their sight (2 AP).

Format: shriek; Location: Special Attacks

Skilled (EX, 1 AP)

Prerequisites: humanoid or monstrous humanoid; Benefit: The humanoid gains a +2 racial bonus to any two skills. Whatever skill or skills receive the bonus always count as class skills for the humanoid. This ability may be taken multiple times, and each time either adds to the racial bonus gained or applies to new skills.

Format: +4 Stealth in mountains; Location: Racial Modifiers

Slaying Arrow (SU, 11 AP)

Prerequisites: outsider; Benefit: Bows wielded by the outsider never require ammunition and automatically create a slaying arrow of the outsider’s choice when drawn.

Enhancements

  • Arrows created count as greater slaying arrow for an additional +3 AP.

Format: +5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow); Location: Melee

Slime (EX, 4 AP)

Prerequisites: aberration or aquatic subtype; Benefit: A creature hit by one of the aberration’s natural attacks must succeed on a Fortitude save (DC 10 +1/2 the aberration’s HD + aberration’s Con modifier) or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature’s new “flesh” is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature’s flesh isn’t kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack.

Enhancements

  • The target’s flesh transforms over the course of 1 round for an additional +2 AP, or immediately for +4 AP.
  • The target’s Constitution score is reduced by 6 for an additional +2 AP.
  • The creature takes damage every 1 minute for an additional +1 AP, or every round for +3 AP.

Format: 4 tentacles +10 (1d6+5 plus slime); Location: Melee

Slow (SU, 4 AP)

Prerequisites: construct; Benefit: The construct can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the construct and a duration of ½ the construct’s HD in rounds, requiring a Will save (DC 10 +1/2 the construct’s HD + construct’s Con modifier) to negate.

Enhancements

  • The slow effect can be used every round for an additional +2 AP.
  • The range of the slow effect is increased by 10 feet for each additional +1 AP spent.

Flaws

  • The slow effect requires a move action (1 AP), or standard action (2 AP) to activate.

Format: slow; Location: Special Attacks

Slow Aura (SU, 7 AP)

Prerequisites: dragon; Benefit: The dragon is surrounded by an aura of slowness. All creatures within 5 feet of the dragon must make a Will save (DC 10 + ½ the dragon’s HD + the dragon’s Con modifier) or be affected as per slow for 1 round. The DC of this save is equal to the dragon’s breath weapon. The dragon can suppress or activate this aura at will as a free action.

Enhancements

  • The radius of the aura is increased by 5 feet for each additional +1 AP spent.
  • The duration of the slow effect is increased to 1d4 rounds for an additional +1 AP.

Format: slow (5 feet); Location: Aura

Smoke (SU, 6 AP)

Prerequisites: outsider; Benefit: The outsider exhales smoke that chokes and blinds in a 15-foot cone each round as a free action. Anyone in the cone must succeed on a Fortitude save (DC 10 +½ the outsider’s HD + outsider’s Con modifier) or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist for the purposes of concealment. The smoke persists for 1 round.

Enhancements

  • The range of the cone increases by 15 feet for each additional +1 AP spent.
  • Creatures become nauseated for 1d6 rounds and then sickened for 1d6 minutes for an additional +4 AP.

Format: smoke; Location: Special Attacks

Smoke Vision (EX, 1 AP)

Prerequisites: dragon or fire subtype; Benefit: The dragon can see perfectly in smoky conditions (such as those created by pyrotechnics).

Format: smoke vision; Location: Senses

Snow Vision (EX, 1 AP)

Prerequisites: dragon or cold subtype; Benefit: The dragon learns to see perfectly well in snowy conditions. The dragon does not suffer any penalties to Perception checks while in snow.

Format: snow vision; Location: Senses

Speak With Animals (SU, 2 AP)

Prerequisites: fey or monstrous humanoid; Benefit: The monstrous humanoid can communicate telepathically with animals up to a distance of 150 feet. This communication is limited to simple concepts, such as “come here,” “defend me,” or “attack this target.”

Enhancements

  • The telepathy can communicate complex concepts for an additional +1 AP.
  • The monstrous humanoid can control animals through the telepathic link (as dominate animal) for an additional +4 AP.

Flaws

  • The monstrous humanoid can only communicate telepathically with a specific type of animal like wolves or sharks (1 AP).

Format: speak with sharks; Location: Languages

Special Arrows (SU, 5 AP)

Prerequisites: fey; Benefit: When the fey fires an arrow from any bow, it can decide to change the arrow’s properties. Doing so is a free action as long as the fey is the one who fires the arrow. The fey can generate a number of magical arrows equal to its Charisma score each day. Providing an arrow is altered in this way, it does not inflict damage when it hits—it only causes its new effect. The fey can choose any one of the following three effects when dusting an arrow. Save DCs are equal to 10 + ½ the fey’s HD + fey’s Cha modifier.

  • Charm: The target must succeed on a Will save or be affected as though by a charm monster spell for 10 minutes.
  • Memory Loss: The target must succeed on a Will save or be affected by a modify memory spell (this effect can only eliminate the previous 5 minutes of memory.
  • Sleep: The target must succeed on a Will save or fall asleep for 5 minutes.

Format: special arrows; Location: Special Attacks

Spell Storing (SP, 4 AP)

Prerequisites: construct; Benefit: The construct can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the construct can store another spell (or the same spell again).

Enhancements

  • The construct can store spells of 5th level or lower for an additional +1 AP, 6th level or lower for an additional +3 AP, 7th level or lower for +5 AP, 8th level or lower for +7 AP, or 9th level or lower for +9 AP.
  • The construct can store two spells for an additional +3 AP, three spells for +6 AP, or four spells for +9 AP.

Flaws

  • The construct can only store spells of 3rd level or lower (1 AP), 2nd level or lower (2 AP), or 1st level or lower (3 AP).

Format: spell storing; Location: SQ

Spikes (EX, 3 AP)

Prerequisites: magical beast; Benefit: The magical beast can launch four spikes or spines as a standard action (make an attack roll for each spike). The spikes have a maximum range of 120 feet with no range increments. All targets must be within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period. The damage for the spikes is 1d4 plus the ½ creature’s Strength modifier. Spikes may have any enhancement or flaw added as a natural weapon.

Enhancements

  • The creature gains an additional spike with a single volley for an additional +2 AP or two additional spikes (6 total) for +4 AP.
  • The base damage of the spikes is 1d6 for an additional +1 AP, 1d10 for +2 AP, 2d6 for +3 AP, or 2d10 for +4 AP.
  • The spines add the creature’s Strength modifier to damage for an additional +1 AP.
  • The range of the spikes is increased to 150 feet for +1 AP or 180 feet for +2 AP.
  • The spikes have a range increment equal to their maximum range for an additional +1 AP.
  • The creature has no limitation on the number of spikes that can be fired within a 24-hour period for an additional +1 AP.

Flaws

  • The maximum range of the spikes is 60 feet (1 AP).
  • The magical beast can only fire three spikes (1 AP), two spikes (2 AP), or one spike (3 AP), at a time.
  • Firing the spikes requires a full-round action (1 AP).

Format: 6 spikes +25 (2d10+15); Location: ranged

Spit (EX, 3 AP)

Prerequisites: aberration; Benefit: The aberration can spit contact, inhalation, or injury poison up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Creatures hit by the attack must save against the poison. The poison must be purchased separately.

Enhancements

  • On a successful attack, the target is blinded for 1d4 rounds unless they succeed on a Fortitude save (DC 10 + ½ the aberration’s HD + aberration’s Con modifier) for an additional +1 AP if the spit carries no poison, or +2 AP if the target must save against both the blind effect and a poison.
  • The aberration may spit each round as a move action for an additional +1 AP, or free action for +2 AP.

Format: spit (+6 ranged touch); Location: Special Attacks

Split (EX, 2 AP)

Prerequisites: ooze; Benefit: As the universal monster ability, but at the reduced cost.

Format: split; Location: Defensive Abilities

Spores (EX, 9 AP)

Prerequisites: outsider (evil) or plant; Benefit: The creature can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off sooner. This attack can also be halted by effects that remove or provide immunity to disease.

Enhancements

  • Damage from spores increases to 2d4 initial and 1d6 points in following rounds for an additional +1 AP, or 2d6 initial and 1d8 in following rounds for an additional +2 AP.
  • Spores is usable every 2 rounds for an additional +2 AP, or every round for +4 AP.

Flaws

  • Damage from spores is decreases to 1d4 initial and 1 point in following rounds (2 AP).
  • Spore damage only persists for 5 rounds (1 AP).
  • The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water (1 AP).

Format: spores; Location: Special Attacks

Sprint (EX, 1 AP)

Prerequisites: animal or magical beast; Benefit: The animal chooses one of the following options: once per hour the animal can move at 10 times its normal speed with one movement type when making a charge or once per minute the animal may increase its speed by +20 feet for 1 round. This ability may be purchased multiple times, each time it applies to a different movement type.

Format: Speed 20 ft., swim 30ft.; sprint; Location: Speed

Stampede (EX, 1 AP)

Prerequisites: animal or magical beast, trample; Benefit: A stampede occurs if three or more animals with stampede make a trample attack while remaining adjacent to each other. While stampeding, the animals can trample foes of their size or smaller, and the trample’s save DC increases by +2.

Format: stampede; Location: Special Attacks

Sticky Tongue (EX, 1 AP)

Prerequisites: humanoid or monstrous humanoid; Benefit: The humanoid gains a natural tongue attack. Creatures struck by the tongue attack cannot move more than 10 feet away from the humanoid and take a -2 penalty to AC providing the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the humanoid’s actual hit points). The humanoid cannot move more than 10 feet away from the target, but the humanoid can release its tongue as a free action. The humanoid cannot pull targets toward it with its tongue.

Format: tongue -1 touch (sticky tongue); Location: Melee

Stone Curse (SU, 4 AP)

Prerequisites: outsider (earth); Benefit: If the outsider wins a bull rush check by 5 or more and pushes its target into a stone barrier, the target must make a Reflex save (DC 10 +½ the outsider’s HD + outsider’s Str modifier) or be forced into the barrier as if the target had cast meld into stone until the victim makes a successful Fortitude save as a full-round action to exit the stone.

Enhancements

  • The creature cannot escape the barrier, as if the outsider had cast imprisonment for an additional +6 AP.

Format: stone curse; Location: Special Attacks

Strands (EX, 4 AP)

Prerequisites: aberration; Benefit: The aberration can extend thin stick strands from its body, attacking with them with 10 feet of reach. It gains one strand per 2 HD and resolves attacks with strands as ranged touch attacks. These strands are quite strong, but can be severed by any amount of slashing damage (a strand is AC 20). A creature struck by a strand is numbed and weakened by the strange material and must make a Fortitude save (DC 10 +1/2 the aberration’s HD + aberration’s Con modifier) or take 1 point of Strength damage.

Enhancements

  • The Strength damage is increased to 1d2 for an additional +1 AP, 1d4 for +2 AP, 1d6 for +3 AP, 1d8 for +4 AP, or 2d4 for +5 AP.
  • The range of the strands extends to 20 feet for +1 AP, 50 feet for +2 AP, or 80 feet for +3 AP.
  • The strands do not offer a save to negate the Strength damage for +2 AP.

Flaws

  • The creature gains one strand per 4 HD (1 AP) or only a single strand (2 AP).

Format: 6 strands +10 touch (1d6 Strength); Location: Ranged

Storm Breath (SU, 7 AP)

Prerequisites: dragon or air subtype, breath weapon (electricity); Benefit: The dragon can use its breath weapon to create a storm of lightning. This functions as call lightning storm spell, but the damage is equal to the dragon’s breath weapon. The dragon can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is equal to the dragon’s breath weapon DC. Additional uses of this ability extend the duration by an additional 1d6 rounds.

Format: storm breath; Location: Special Attacks

Stunning Glance (SU, 5 AP)

Prerequisites: fey; Benefit: As a standard action, the fey can stun a creature within 30 feet with a look. The target must succeed on a Fortitude save (DC 10 + ½ HD + fey’s Cha modifier) or be stunned for 1 round.

Enhancements

  • The duration of the stunned effect increase to 1d4 rounds for an additional +1 AP, or 2d4 rounds for +2 AP.

Format: stunning glance; Location: Special Attacks

Suction (EX, 2 AP)

Prerequisites: ooze; Benefit: The ooze can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. The ooze can establish or release suction as a swift action, and so long as it is using suction, it moves at half speed. If suction is active, the ooze gains a +10 circumstance bonus to resist bull rush, awesome blow, and other attacks and effects that attempt to physically move it from its location.

Format: suction; Location: SQ

Sudden Strike (EX, 5 AP)

Prerequisites: vermin; Benefit: The vermin is particularly adept at moving quickly when its foes are surprised. During a surprise round, the vermin may act as if it had a full round to act, rather than just one standard action.

Format: sudden strike; Location: Special Attacks

Summon (SP, 4 AP)

Prerequisite: outsider; Benefit: An outsider with the summon ability can summon another creature identical to itself much as though casting a summon monster spell, with a 50% chance of success, 1/day. On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour.

A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. The level of the spell for the purposes of Will saves and concentration checks is equal to ½ the CR of the summoned creature (maximum 9). No experience points are awarded for defeating summoned monsters. The caster level of the summon ability is equal to the summoning creature’s HD.

This ability may be purchased multiple times with varying modifiers in order to provide summoning alternatives as noted below. No matter how many times the ability is purchased, the creature may only attempt to summon 1/day.

Enhancements

  • The percentage chance of a successful summoning increases to 60% for an additional +2 AP, 80% for +4 AP, or 100% for +6 AP.
  • The creature potentially summons 1d2 creatures for an additional +3 AP.
  • The creature can summon any creature sharing the same type and subtype for an additional +6 AP. The creature chooses what creature it wishes to summon when using the ability. The creature summoned must have a CR equal to less than the summoning creature.
  • The creature summons less powerful but more numerous creatures that share all types and subtypes with itself. The summoning creature may summon 1d2 (CR-1 or lower) creatures for an additional +1 AP, 1d3 or 2 (CR-2 or lower) creatures for +2 AP, 1d4 or 3 (CR-3 or lower) creatures for +3 AP, or 6 (CR-4 or lower) creatures for +4 AP.

Flaws

  • The percentage chance of a successful summoning is reduced to 40% (1 AP), 30% (2 AP), or 20% (3 AP).

Format: 1/day—summon (level 4, 1 hezrou 35%); Location: Spell-Like Abilities.

Superior Two-Weapon Fighting (EX, 5 AP)

Prerequisites: humanoid; Benefit: The humanoid fights perfectly with two weapons in each hand. The humanoid does not take a penalty on attack or damage rolls for attacking with two weapons. The humanoid may make a full attack with weapons in each hand.

Format: superior two-weapon fighting; Location: SQ

Swarming (EX, 2 AP)

Prerequisites: monstrous humanoid; Benefit: Twice the normal number of monstrous humanoids with this ability can occupy the same space (so two Medium sized monstrous humanoids in one square) at the same time. If multiple monstrous humanoids with this ability attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Format: swarming; Location: Special Attacks

Tail Sweep (EX, 6 AP)

Prerequisites: dragon, Gargantuan size or larger; Benefit: The dragon can sweep with its tail as a standard action. The sweep affects a halfcircle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals damage tail damage for a creature of the dragon’s size plus 1-1/2 times the dragon’s Strength bonus. Affected creatures can attempt Reflex saves to take half damage (DC 10 + ½ the dragon’s HD + dragon’s Con modifier).

Format: tail sweep; Location: Special Attacks

Talisman (SU, 2 AP)

Prerequisites: outsider; Benefit: The outsider possesses a seemingly ordinary object that can become a weapon as a free action, or the outsider can form a weapon from some materially commonly at hand (such as fire or darkness). The weapon possesses a +1 magical enhancement bonus. The talisman becomes useless when removed from the outsider’s possession. If the talisman is a ranged weapon, it never requires ammunition.

The outsider can use its talisman to release a paralyzing blast for an additional +4 AP (6 AP total). All creatures that do not share the outsider’s subtypes within 30 feet of the blast must succeed on a Fortitude save (DC 10 + ½ outsider’s HD + outsider’s Cha modifier) or be paralyzed for 1 round.

Enhancements

  • The enhancement bonus of the talisman is increased by +1 for each additional +1 AP spent (to a maximum enhancement bonus of +5). Alternately, the talisman may have bonusequivalent weapon enhancements.
  • The area affected by the paralyzing blast increases to 60 feet for +1 AP, 80 feet for +2 AP, 100 feet for +3 AP, or 120 feet for +4 AP.
  • The duration of the paralyzing blast effect is increased to 1d4 rounds for +2 AP.

Format: talisman; Location: Special Attacks

Telekinesis (SU, 5 AP)

Prerequisites: undead, outsider (evil), incorporeal; Benefit: The undead can use telekinesis as a standard action once every 1d4 rounds (caster level 12th or equal to the undead’s HD, whichever is higher).

Enhancements

  • Telekinesis is usable every round for an additional +1 AP.
  • Using telekinesis is a move action for +2 AP, or a swift action for +4 AP.

Format: telekinesis; Location: Special Attacks

Prerequisites: construct; Benefit: The construct is linked telepathically with its creator. The construct knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.

Enhancements

  • The construct can communicate and convey information to its master at any range, so long as they are on the same plane, for an additional +2 AP.

Format: telepathic link; Location: Languages

Terrifying Sound (SU, 1 AP)

Prerequisites: humanoid or monstrous humanoid; Benefit: Once per hour, the humanoid can, as a standard action, emit a loud and horrifying sound. Any creature without this ability within 30 feet of the humanoid must make a Will save (DC 10 + ½ the humanoid’s HD + humanoid’s Cha modifier) or become shaken for 1 round. Creatures that succeed at this save cannot be affected again by the same humanoid’s sound for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead.

Enhancements

  • The duration of the fear effects lasts for 1d4 rounds for an additional +1 AP, or 1d6 rounds for +2 AP.
  • Creatures become frightened on a failed save for an additional +3 AP. Creatures that are already frightened become panicked.
  • Creatures are affected if within 60 feet for an additional +1 AP, 90 feet for +2 AP, or 120 feet for +3 AP.

Format: terrifying sound; Location: Special Attacks

Thirst (SU, 3 AP)

Prerequisites: dragon or water subtype; Benefit: The dragon can cast create water at will (CL equals its HD). It can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 10+ ½ the dragon’s HD + dragon’s Cha modifier) or be destroyed.

Format: thirst (DC 21); Location: Special Attacks

Tidal Wave (SU, 6 AP)

Prerequisites: dragon or water subtype; Benefit: The dragon can cause the sea to rise up and crush his enemies once per day as a standard action. This affects an area of coastline 120 feet in length and targets all creatures within 40 feet of the shore—treat the targets as if struck by an avalanche (Pathfinder Roleplaying Game Core Rulebook). Treat all creatures as if they were in the bury zone. The save DC to halve this damage is equal to 10 + ½ the dragon’s HD + dragon’s Con modifier. Those who fail their saves take full damage and are drawn 60 feet off shore and deposited 20 feet under the surface on the round after the wave hits.

Format: tidal wave; Location: Special Attacks

Tongue (EX, 2 AP)

Prerequisites: animal or magical beast; Benefit: The animal’s tongue is a primary attack with reach equal to three times the animal’s normal reach. The animal’s tongue deals no damage on a hit, but can be used to grab. The animal does not gain the grappled condition while using its tongue in this manner.

Format: pull (tongue, 5 feet); Location: Special Attacks

Trace Teleport (EX, 1 AP)

Prerequisites: aberration; Benefit: The aberration telepathically and reflexively learns the mental coordinates of the destination for all creatures that teleport within 30 feet of it, gaining an awareness of the location equivalent to “seen casually.” This knowledge fades and is lost after 1 minute. This power does not grant any environmental information about the conditions of the destination.

Enhancements

  • The knowledge does not fade or is lost for an additional +2 AP.
  • The aberration learns environmental information on the location as if it had scryed upon it (as the scry spell) for an additional +2 AP.
  • The range of trace teleport is increased to 60 feet for an additional +1 AP, 90 feet for +2 AP, or 120 feet for +3 AP.

Format: trace teleport 60 ft.; Location: Senses

Transparent (EX, 1 AP)

Prerequisites: ooze; Benefit: The ooze lacks coloration and is difficult to discern. A DC 15 Perception check is required to notice it when motionless. Any creature that fails to notice the ooze and walks into it is automatically engulfed.

Format: transparent; Location: SQ

Tree Meld (SU, 2 AP)

Prerequisites: fey or plant; Benefit: The fey can meld with any tree, similar to how the spell meld with stone functions. She can remain melded with a tree as long as she wishes.

Format: tree meld; Location: SQ

Unearthly Grace (SU, 2 AP)

Prerequisites: fey; Benefit: The fey adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class. Any deflection bonus to AC gained from this ability lowers the fey’s base natural armor by an equivalent amount (to a minimum of 0).

Format: unearthly grace; Location: SQ

Unholy Nimbus (SU, 4 AP)

Prerequisites: aberration or outsider (evil); Benefit: Once per day as a free action the outsider can create a nimbus of sickening writhing color to play around its body. One round later, the light bursts in a 60-foot radius. Any creature that does not share all the creature’s types and /or subtypes must succeed on a Will save (DC 10 +½ the outsider’s HD + outsider’s Cha modifier) or be dazed for 1d10 rounds as visions of madness hound it.

Enhancements

  • Unholy nimbus is usable 3/day for +4 AP or at will for an additional +8 AP.

Format: unholy nimbus; Location: Special Attacks

Vorpal Strike (SU, 14 AP)

Prerequisites: outsider; Benefit: Any slashing weapon the outsider wields or a single natural attack gains the vorpal weapon quality. Melee weapons retain this quality for one hour after the demon releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.

Format: vorpal strike; Location: SQ

Vortex (EX, 3 AP)

Prerequisites: dragon or water subtype; Benefit: Once per day, the dragon can create a vortex (size equal to the dragon’s size) as a standard action. This otherwise works as the whirlwind ability, except it can only function under water. The dragon can maintain this vortex for 1 round.

Enhancements

  • The duration of the vortex lasts for an extra round per additional +1 AP spent.

Format: vortex; Location: Special Attacks

Water’s Fury (SU, 2 AP)

Prerequisites: outsider (water) or aquatic subtype; Benefit: As a standard action, the outsider can release a jet of water in a 60- foot line that deals 1d6 points of damage and blinds the target struck for 1d6 rounds. A Reflex save (DC 10 +½ the outsider’s HD + outsider’s Con modifier) reduces the damage by half and negates the blinding effect.

Format: water’s fury; Location: Special Attacks

Wave Mastery (SU, 2 AP)

Prerequisites: dragon or water subtype; Benefit: For 10 minutes the dragon, along with creatures or vessels within 50 feet, can move at twice its normal speed in water.

Enhancements

  • The duration increases by 10 minutes for each additional +1 AP spent.

Format: wave mastery; Location: SQ

Wind (SU, 2 AP)

Prerequisites: dragon or air subtype; Benefit: The dragon can call up the wind to serve him at will. This functions as gust of wind.

Enhancements

  • Any target caught in the path of the wind must make a Fortitude save (DC 10 + ½ the creature’s HD + creature’s Con modifier) or be blinded for 1d4 rounds by sand or dirt.

Format: wind; Location: Special Attacks

Wind Form (SU, 5 AP)

Prerequisites: outsider (air); Benefit: The outsider can shift between its normal body and a body made of wind and mist as a standard action. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spell-like abilities in either form. The outsider remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the outsider revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.

Enhancements

  • When in wind form, the outsider can attack with a scouring blast of wind for an additional +2 AP. The wind deals 3d6 points of damage in a 20-foot line with a Reflex save (DC 10 + ½ the outsider’s HD + outsider’s Con modifier) for half.

Format: wind form; Location: SQ

Woodcraft (EX, 1 AP)

Prerequisites: fey; Benefit: The fey has a +6 racial bonus to Craft checks involving wood, and is always treated as if she had masterwork artisan’s woodworking tools when making such checks.

Format: woodcraft; Location: SQ